Stronger zombie?

dreaded_beast

First Post
Can anyone tell me where I can find or recommend a "stronger" zombie?

My PCs are all 10th level, melee-fighter types.

I want some "mindless undead" for them to go wild on, but challenge them at the same time.
 

log in or register to remove this ad

As it happens, the latest Dragon had a bit on how necromancers can get more bang for their buck, and there was a fairly extensive discussion of how to pick and animate corpses to make the most powerful zombies. I'd recommend taking a look.

Zombies have three major weaknesses: they're easy to hit, they're slow, and they don't have much offense. You can make more powerful zombies by addressing any or all of these three factors.

Armor: Have them in battle regalia and/or give them more natural armor. There are many ways to justify it.

Speed: Put them in an unholy place ... a place that grants them haste. Or slow the PCs down somehow.

Offense: This is the hardest one to address. What I've done to good effect when using hordes of zombies is to have them Aid Another on attacks or grapples. Rather than justifying it as conscious tactics, I just call it mindless persistence and sheer numbers. You could also do nasty things like have zombies who are infested with yellow mold (to which they're immune, of course), rot grubs, or who spend their off-hours "marinating" in poisonous brine that gives them a foul ghast-like odor or a poisonous touch.
 


Also have a look at "Lords of the Night: Zombies" from Bottled Imp Games where different types of more powerful Zombies are introduced. Very good stuff indeed.
 
Last edited:

As was suggested last time the topic came up -


Flesh Golems with the serial numbers filled off make for great Zombie Plus monsters.
 

Also think of location, location, location! Zombies or other undead have advanages, use that in your games, things like water, gas filled rooms, heat and cold. Don't just have the players fight your monsters have them deal with the enviroment too.
 

dreaded_beast said:
Can anyone tell me where I can find or recommend a "stronger" zombie?

My PCs are all 10th level, melee-fighter types.

I want some "mindless undead" for them to go wild on, but challenge them at the same time.
Must be cause Halloween's coming up, second zombie thread in a few days...

May I recommend Blood and Brains: The Zombie Hunter's Guide? It's for d20 Modern but with a little tweaking it can definitely juice up your zombies in new and horrifying ways: http://www.rpgnow.com/product_info.php?products_id=2879&
 

Zombies mixed with just a few other undeads can be funny in several ways: Give them armour, good weapons, Desecrated and Unhallowed ground and buff them with an evil cleric (preferably vampire).
Hide some ghouls or tyrantfog zombies in the bulk and take care that the PCs can't fly (low ceiling). Unhallow (don't forget the magic circle against good) allows to tie in some other nice spell effects ... Silence? Doesn't help a lot against melee fighters... Deeper Darkness perhaps? Or Bless/Bane?
 

d20 Modern srd arcana creatures entry has a liquefied zombie template:

Zombie, Liquefied (Template)
Liquefied zombies cannot speak. They are generally between 5 feet and 6 feet tall, and they weigh about 150 pounds.
Template Traits
“Liquefied zombie” is an acquired template that can be added to any corporeal creature other than a construct, elemental, ooze, plant, or undead (referred to hereafter as the base creature). The creature must be in an advanced state of decay, but not yet reduced to a skeletal corpse. The liquefied zombie uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: A liquefied zombie’s Challenge Rating equals the base creature’s CR + the following modifier based on size: Tiny or smaller +0, Small +1, Medium +2, Large +4, Huge +5, Gargantuan +7, Colossal +10.
Type: The creature’s type changes to undead.
Hit Dice: Drop any Hit Dice gained from experience, triple the number of Hit Dice left, and raise them to d12.
Speed: If the base creature could fly, its maneuverability rating as a liquefied zombie drops to clumsy.
Defense: A liquefied zombie’s natural armor bonus to Defense increases to the following, based on its size (but use the base creature’s natural armor bonus if it’s higher): Small or smaller +0, Medium +1, Large +2, Huge +3, Gargantuan +6, Colossal +10.
Attacks: The liquefied zombie retains all the natural attacks, manufactured weapons, and weapon proficiencies of the base creature. A liquefied zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the liquefied zombie’s size (but use the base creature’s slam damage if it’s greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.
For purposes of Strength bonuses to damage, a slam attack attack is considered a two-handed attack.
Special Qualities: A liquefied zombie loses all of the base creature’s supernatural and spell-like qualities except for immunity or resistance to specific energy types. A liquefied zombie may retain any or all of the base creature’s extraordinary abilities at the GM’s discretion. In addition to gaining the undead type, a liquefied zombie has the following special quality.
Liquefied Spew (Ex): Whenever a liquefied zombie is damaged in combat by anything other than a bludgeoning weapon, some of the liquefied tissue spews forth, covering everything within 5 feet of the liquefied zombie. The scalding liquid deals 1d6 points of damage and exposes anyone it touches to the disease of necrotizing faciitis.
Darkvision (Ex): Liquefied zombies have darkvision with a range of 60 feet.
Allegiances: A liquefied zombie loses any previous allegiances and adopts a new allegiance to its creator. This allegiance cannot be broken.
Saves: A liquefied zombie’s saving throws are based on Hit Dice.
Action Points: A liquefied zombie does not acquire or amass action points. It loses any action points gained by the base creature.
Reputation Bonus: A liquefied zombie has a +0 Reputation bonus.
Ability Scores: A liquefied zombie’s ability scores change as follows: Str +4, Dex –2. Additionally, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma decreases to 1.
Skills: The liquefied zombie loses all skills.
Feats: The liquefied zombie loses all the base creature’s feats except the following: Archaic Weapons Proficiency, Exotic Weapons Proficiency, Personal Firearms Proficiency, and Simple Weapons Proficiency. The liquefied zombie gains the Toughness feat.

Human Liquefied Zombie: CR 2; Medium undead; HD 3d12+3 (includes Toughness feat); hp 22; Init –1; Spd 30 ft.; Defense 10, touch 9, flat-footed 10 (–1 Dex, +1 natural); BAB +0; Grap +2; Atk +2 melee (1d6+3, slam); Full Atk +2 melee (1d6+3, slam); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, liquefied spew, darkvision 60 ft.; AL creator; SV Fort +1, Ref +0, Will +3; AP 0; Rep +0; Str 15, Dex 8, Con —, Int —, Wis 10, Cha 1.
Skills: None.
Feats: Toughness.

Otyugh Liquefied Zombie: CR 8; Large undead; HD 18d12+3 (includes Toughness feat); hp 120; Init +0; Spd 20 ft.; Defense 17, touch 9, flat-footed 17 (–1 size, +8 natural); BAB +9; Grap +19; Atk +14 melee (1d6+9, tentacle rake); Full Atk +14 melee (1d6+6, 2 tentacle rakes), +9 melee (2d6+3 plus disease, bite); FS 10 ft. by 10 ft.; Reach 10 ft. (15 ft. with tentacles); SQ undead, liquefied spew, improved grab, constrict 1d6+6, disease, darkvision 60 ft.; AL creator; SV Fort +6, Ref +6, Will +11; AP 0; Rep +0; Str 22, Dex 10, Con —, Int —, Wis 10, Cha 1.
Skills: None.
Feats: Toughness.
 

Give your zombies Regeneration. That'll scare your players. Regeneration 5/Slashing or 5/Fire or Acid or 5/Holy should make them terrifying.

- Kemrain the Ill.
 

Remove ads

Top