How to make Zombies Deadlier?


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If you want to take something from the new Living Dead movie, have the zombies a) move normally, or possibly a bit faster, and b) have them only go down from a shot to the head; anywhere else just ticks them off.
 
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You could use a template.

If you don't want them mindless, there are a couple of templates in Midnight - for one, basically keep class levels and abilities, change HD to d12, +3 natural armor, CR+1. Voilà, talking, thinking undead that hunger for your flesh. (And if fresh, might not be all that obvious unless gory wounds are visible on them.) 8)
 

How much tougher do you want them?

I've got an exceptionally lethal template that adds about 12 to the CR of the undead it's applied to... it definitely takes a zombie out of your normal range of 'easy to kill mook' and makes it surprisingly tough, but it might be too much for your needs. (I converted it from a 2e module for my nigh-epic game.)
 

Zombies

You can also take a cue from the movie 28 Days Later where the zombies were a sort of human/undead hybrid called the Infected. They were fast, strong, unthinking creatures, but best of all, they were (of course) infectious! That meant whenever you can into close combat with the Infected, there was a chance that the blood from the creature would hit your eyes or mouth or a wound - turning you into an Infected in very short order.

Aside from this, I've used the tactics mentioned above to good effect. Increased damage resistance, attack immunity (piercing weapons, for instance), and rapid healing are all great ways to make your zombies even more zombilicious.
 

In the d20 modern srd in the arcana creatures section they have a liquefied zombie template which gives them 3x the base HD plus no shambling and a liquid spew ability that their caustic insides spray 5 ft causing 1d6 damage and exposure to a disease if the zombies are wounded with a non-bludgeoning weapon.

Bit different and more of a consistent threat.
 

To do it without adding a bunch of additional rules into the mix (i.e. just using what is in the core rulebooks):
-Use humanoid races such as Troglodytes or Bugbears. These have more base hit points and higher ACs.
-Remember that zombies can charge. So much of when I've seen zombies not work is when the GM didn't allow them to charge.
-Have the zombies grapple. Yeah they'll take AoOs, but with their damage reduction and the small number of one handed slashing weapons by grappling they get a good advantage.
-Numbers. Zombies don't care about attrition and the people who send them certainly don't they don't care if you've killed 1000 of them before they'll keep coming. An encounter with roving packs of hundreds of zombies would make even the most stalwart of parties think twice. Yeah the wizard will slaughter them wholesale with his blaster spells, but he'll run out...The fighter may cleave through them like a knife through butter, but eight touch attacks with flanking will lead to at least a handful of grapples as more zombies rush in to attack. Also, keep in mind that due to their low CR you can put that many of them on a high level encounter.
-Unhallow the area thus boosting their turn resistance a bunch. Better yet is to remove turning. I've been in many a party without a cleric where we fought undead...it's always tougher. You could have there be a tear in the power of the gods and this "godless" place is causing the dead to walk the earth since their souls are not able to leave. Since it is untouched by the gods clerical powers won't work there or they are absorbed like pouring a shot glass into a dry car washing sponge.
-Pair the regular zombies with an uber zombie of a huge or colossal creature. They will focus on the colossal zombie while the other zombies grapple away wanting brains... As the colossal zombie falls and the group is winded then have the other zombies attack in earnest.

Hope those ideas help.

Peace,
 

Trickstergod said:
Just at this computer for a wee bit longer, but as one quick note, there is Van Richten's Guide to the Walking Dead, which is split into three sections on zombies, ghouls and skeletons, which may be helpful. I may go a bit more in-depth later, or perhaps someone else could elaborate for me.

Actually, it classifies the walking dead (lesser, corporeal undead) according to their Craving -- the single, driving urge that compels them to act. All other desires are thrust aside in the face of this irresistable impulse.

The Obedient Dead exist solely to obey. Here you find your mindless minions -- skeletons, zombies, etc.

The Hungry Dead exist soley to feed. Here you find your ghouls and whatnot.

Lastly, the Restless Dead are a little more varied; they exist to fulfill some individual desire (such as, for example, seeking revenge for their deaths). Here you find your revenants and such.
 

Depends on how tough. My suggestion for really tough zombies:

1. Find the entry for "Flesh Golem."

2. Erase the name "Flesh Golem."

3. Write "Zombie".

4. Voila! Instant Holy-crap-what-are-those-wet-yourself Zombies that can't be turned, are resistant to most magics, and can't be turned. :)
 

Flying zombies - lovely 14d12+3 hp griffons or wyrvens
confined spaces, dungeons, blind canyons, cliff edges

last weekend 5 ogre zombies attacked 5, 5th pcs in confined space,
and killed the cleric- after two unsucessful turns and a botch they ignored all the others and bumrushed the priest.

Rename mummuies, remove bandages - you have a big vicious diseased zombie - hmm you might want to tone down mummy rot, as players will have no idea how to fix it (remove curse/break enchantment) but keep the healing problems.

AKA diablo - have zombie bosses that can cast animate dead.
 

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