How to make Zombies Deadlier?

To make normal zombies a little bit tougher: Unhallow ground, Desecrate, then put them into armours and give them greatswords. Masterwork at least.
 

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HI

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I've got a couple of tricks I like:

Rage zombie: these zombies are typical, staggering undead until injured or they taste blood (i.e. make a successful attack). At that point they Rage as a barbarian (duration = HD, +2hp/HD), acquire full actions and the full movement rate of their form. They are not tired by the rage and can rage the following round as long as their prey is in sight or they are again injured. ~+1 CR

Furious rage zombies: As above but hasted while raging: +2CR

Unkillable: These are simply impossible to kill with non-energy damage but you can chop them into bits. They aren't injured by physical attacks except as listed below:
1) Any single attack that does 1/2 the zombie's hp removes a limb (or the head) and removes 1/4 the zombie's remaining hp. The limb gets those hp, is stunned for 1 round, and then begins to function independently.
2) Any single attack that does the zombie's entire remaining hp cuts it in two. The zombie's hp are split between the two halves and after being stunned for 1 round the two half 'zombies function independently.
CR:+4

ZombieLord - Intelligent undead that can control 2x HD in zombies/skeletons. Add +6 to Str, +4 turn resistance, Fast heal:2. When physically destroyed they transfer to the nearest undead they control, losing 1 HD in the process. If all their minions are destroyed they animate the nearest intact corpse within 1 mile, losing 2 HD in the process. LA: half of a vampire's LA (I forget)
 



Hello,

I would probably not make "super zombies" in this type of situation. In all of the classic zombie movies, the undead usually win by superior numbers and relentlessness, wearing down survivors and waiting till the living crack and do something stupid/desperate.

A couple of suggestions, some of which may have been mentioned above:

1. Use massive, relentless swarms of low level undead. Have them attack often and at all hours of the day and night. Even if they do little damage, they will force the heroes to constantly expend resources. Enforce the fatigue/sleep rules, especially for spellcasters.

2. Play on the strengths of the undead. For instance, undead are immune to nonlethal damage. Having several zombies infested with Brown Mold, particularly if they tend to get fireballed. From the SRD:

Brown Mold (CR 2): Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of nonlethal cold damage. Fire brought within 5 feet of brown mold causes it to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it.

3. In D&D 3.5, the skeleton/zombie templates now allow for certain qualities to be kept, even after transformation into undead. For instance, the Cloud Giant Skeleton retains its ability to throw boulders…and now that it is undead it could rain down boulders all day until it is somehow destroyed.

4. If the group controlling the Dead Lands knows some one is coming, they could easily set massive traps, such as covered pit along an old road that is now teaming with undead, ready to collapse the pit when the outlanders machinery is crossing it. The undead have nothing but time.

Hope this helps!
Ghostmoon
 

Henry said:
1. Find the entry for "Flesh Golem."
2. Erase the name "Flesh Golem."
3. Write "Zombie".

Gaaaahhhhh!

That's beautiful.

So's a lot of other stuff, but that, for the work-to-result ratio, is awesome. As is the mummy stuff. Yoink!
 

Have the zombies infected with diseases in a wide variety of forms. Whenever the P thinks they've got the solution to a disease, introduce a new type.

I think the most effective zombie tactic is swarming (use grappling, not ordinary attacks). The only problem is this gets boring very quickly. Really, you could just send wave after wave until the players' fingers are numb from rolling the dice so much but who wants to play like that?

You could also mix in ghouls & ghasts which could easily be mistaken for zombies. Or have zombies that have poisonous gases built up inside their corpses that explode upon being struck with weapons. Do you really want to cut down that zombie when you know it will release a cloud of spores or poison gas? What if the gas/spores could turn YOU into a zombie?
 

Warlord Ralts from Pits of Evil said:
The following was taken from the Rough Working Draft of the Year of the Zombie campaign model book for Modern d20. Feel free to point out mistakes, rip me up, tell me it suck, whatever. For your viewing pleasure, here is the "Classic" zombie and two entries from the Hazards section and Locations section.

Enjoy
T-Willard

While this is created for modern, and is a rough draft taken from a rough draft document, these zombies can be a major problem. Yes, I know, they use action points. Make the ability 3x a day, or once per opponent if you want. Even then, these guys are seriously deadly, and will make zombies a major problem.

Add in: +10 to Hide, -5 to Move Silently when in packs of 4 of more, as suggested earlier. Give them magic resistance, and either +4 resistance to being turned, or immunity to being turned, and you can look at your players, roll up your sleeves, and say: "Well, if it's a whuppin that yer a wantin'"

If it helps, glad to hear it, if you figure it sucks, well, maybe you got an idea.

T-Willard


Classic Zombies
It staggered forward, two small holes leaking dark red blood down it’s shirt. Sam cursed and fired again, doubletap with his right hand, doubletap with his left hand. Each of the pistols put two bullets into the zombie’s faces, spraying blood and brains across the hallway of the hospital. The two men dropped like their strings had been cut. I finished reloading, and looked over my shoulder to where Robert was working on the lock to the pharmacy.

“Hurry the **** up, we’re drawing a crowd here!” I yelled. Greg snarled and flung Robert away from the door.

“Taking too long, Robert.” He stepped to the side and put a burst into the plate glass window, shattering it in.

“Get in, get what we need. Hospitals are ******* magnets for these ********.” Buck shouted, handing Sylvia the other SAW, now reloaded. “Fresh!” Sylvia nodded and fired off the rest of her box of ammunition, rolling from the old weapon to the one that Buck had just laid down. Buck scooped up the empty weapon and began reloading it, his fingers clumsy from the bandages covering the burns on his hands and arms.

It was going to be tight, but we wanted the medical supplies. It’s not like the zombies wanted them.

The zombies wanted us
-From the Diaries of Becka

This is the majority of zombies (80%) that the characters will encounter. Unless agitated, they are slow, clumsy and uncoordinated. They are surprisingly strong, since they do not feel pain, and are fully capable of tearing a human apart with their bare hands. Once agitated, they move much faster, cannot solve problems, but attack relentlessly until they prey is pulled down.

These are the least dangerous of intact zombies, and while they are nearly invulnerable, they can be killed via incineration or massive brain trauma.

Challenge Rating: A “classic” zombie’s challenge rating typically is ½ of the former level.

Hit Die: Drop any Hit Dice gained from experience, double the number of hit Dice left, and raise them to d12

Speed: Drops to 20 feet, no matter what the previous speed was

Defense: A zombie’s natural armor bonus to Defense becomes +2, any defense bonus due to experience is lost.

Attacks: A zombie loses all attacks and gains a slam attack and a bite. All attack bonuses due to experience are lost, and the zombie gains a +1 to attacks per Hit Die. A zombie may only make 2 slams and a bite attack, or move, but not move and attack.

Damage: The zombies slam attack does 1d6 points of damage, and the bite does 1d4 points of damage as well as Zombie Infection, which has no save.

Special Qualities: A zombie loses all of the special qualities gained from experience except for immunity or resistance to specific energy types and any and all damage reduction. In addition, the zombie gains the following:

Damage Immunity: Any damage from bludgeoning or piercing weapons that do not strike the head are ignored. The zombie gains a DR of 10 against slashing weapons, and requires at least double it’s Hit Points in damage to disable the zombie from slashing weapons that do not strike the head. Zombies are vulnerable to fire and acid, but must receive at least four times it’s Hit Points in damage before being destroyed.
Damage Reduction: A zombie gains a damage
reduction of 5/- except as noted above.

Feeding Frenzy: When a zombie is faced with fresh blood from a living human, or when having successfully bitten a grappled opponent, a will save with a DC of 15 must be succeeded, or the zombie enters a feeding frenzy. While in such a state, the zombie will continue to attack the current target, ignoring all others and all wounds while it feeds. It gains a +4 to all grapple checks while in a frenzy, as well as ability score modifications as listed below.

Grapple Adjustments: A zombie gains a +4 when grappling, due to normal grapple maneuvers having no effects on a zombie (Such as a knee to the groin, or a strike to the throat, or a stomp to the instep)

Location Vulnerability: When struck in the head, the zombie takes damage directly to Hit Points, and once the Hit Points reach zero, the zombie is considered destroyed.
Move or Attack Action Only (Ex): A zombie has poor reflexes and motor skills, and can perform only a single move action or it’s attack action on it’s turn. A zombie cannot charge.

Allegiances: A zombie loses all allegiances.

Saves: A zombies saving throw modifiers are based on Hit Dice. A zombie has no fortitude save, and is considered an inanimate object as far as fortitude saves are considered, with the exception of chemical weaponry, which the zombie only takes damage from nerve agents at the rate of 1 point for every 10 points that would normally be taken for hit points, and 1 point per every 3 points of ability damage.

Reputation Bonus: A zombie loses all reputation bonuses.

Abilities: A zombie’s ability scores change as follows: Str +2 (+4); Dex -4 (+0); Con: N/A; Int: Reduce to 3, capable of simple problem solving (Reduce to 1); Wis: Reduce to 10; Cha: -8 (min of 1). The ability modifications in parentheses are for those zombies that go into a feeding frenzy.

Skills: The zombie loses all skills with the exception of Hide, Spot, Listen, Move Silently and Search, which are reduced by half. A zombie gains a +2 to Spot, Listen, Search Skills, a +4 to Move Silently and Hide skills. A zombie retains any skills gained through Occupation, but only at half the current ranks.

Action Points: The zombie retains all action points and gains 2 per Hit Die, and may use them for the following:

Break-Through (Ex); By spending one action point before attacking a barrier such as a wooden door, a window, or a plywood wall, the zombie does double damage on that attack.

Killing Bite (Ex): The zombie may spend one action point and confirm any critical hit on a bite without rolling.

Not the Face! (Ex): A zombie may use 2 action points and force an attacker to reroll any attack that would have killed it. The zombie must take the second roll, regardless of its result.

Feats: The zombie loses all feats and gains: Multi-Attack, Toughness, Weapon Focus (Bite)

Notes: Zombies do not show up on infrared, and float, as do other dead bodies.

Common Zombie
(Base creature is a 1st level Strong/ 1st Level Touch Ordinary)
CR: 1; Medium-size undead; HD: 2d12; hp 16; Mas: --; Init +1; Spd 20 ft.; Defense 13 (14), touch 12 (13), flat-footed 13 (+2 natural armor, +1 leather jacket); BAB +2; Grap +9 (+10); Atk Move or Attack Action Only; Full Atk +3 melee (1d6+3 slam), +3 melee (1d6+3 slam), +6 melee (1d6+3 and Zombie Infection, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; AL None; SV Fort --, Ref -1 (+1), Will +0; AP 4; Rep +0; Str 16 (18), Dex 8 (12), Con --, Int 3 (1), Wis 10, Cha 1
Occupation: Blue-collar (class skills: Drive, Intimidate)
Skill: Drive: +1; Hide +4, Intimidate +2; Listen +2, Move Silently +4, Search +2, Spot +2
Feats: Multi-Attack, Toughness, Weapon Focus (Bite)
Special Qualities: Damage Immunity, Damage Reduction, Feeding Frenzy, Grapple Adjustment, location vulnerability, More or Attack Action Only, Break Through, Killing Bite, Not the Face!
Possessions: Leather Jacket, Baretta 93F (no ammunition or magazines)
(Stats in brackets are when frenzied)

I think there was a mistake in the example one, but I can't see it. Luckily, that's what I have editors for.
 

1) Give zombies a create spawn ability like a ghoul.

2) REMOVE TURN UNDEAD.

3) Use said zombies in hordes. the more people they kill the bigger the horde, after all.

4) REMOVE TURN UNDEAD.
4a) maybe let it be used to power Divine feats, though.

5) Give 'em a small bump in strength and natural armor. 3 or so points should do.

6) REMOVE TURN UNDEAD.


When you have an instant-off switch for the undead, they're just not scary. When you can't turn them? Much more scary. When whomever they kill rises to join the shambling horde in seconds after death, and being mindless they'll kill any and everything they come across. Even better.
 

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