Difference between revisions of "SOTDL:Serf's Zombies"

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[[Category:SODTL Monsters|Serf's Zombies]]
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[[Category:SODTL Monsters]]

Revision as of 20:23, 28 June 2019

Zombie Difficulty 1
Size 1 or 1/2 undead
Perception 10 (+0)
Defense 10; Health 8
Strength 11 (+1), Agility 9 (-1), Intellect 6 (-4), Will 10 (+0)
Speed 8
Immune disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned
Sluggish A zombie can take only slow turns and cannot use triggered actions
Headshot When the total of an attack roll with a weapon against a zombie is 20 or higher, the zombie takes damage equal to its Health instead of the weapon’s normal damage.
Attack Options
Teeth (melee) +1 with 1 boon (1d6+1 plus Zombie Plague)
Attack (range) +# [with # boon(s)] (damage [plus attack talent])
Zombie Plague If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.
Special Attacks
Grasping Hands The zombie makes a Strength attack roll with 1 boon against the Agility of one target creature within its reach. On a success, the target takes 1d3 damage and becomes grabbed.
End of the Round
Shuffling Advance The zombie moves 2 yards toward the nearest living creature.


Big Zombie Difficulty 50
Size 2 or 3 undead
Perception 10 (+0)
Defense 13; Health 60
Strength 15 (+5), Agility 9 (-1), Intellect 6 (-4), Will 10 (+0)
Speed 10
Immune disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned
Sluggish A zombie can take only slow turns and cannot use triggered actions
Attack Options
Rotting Fist (melee) +5 with 1 boon (2d6+2)
Bite (melee) +5 with 1 boon (1d6 +2 plus Zombie Plague])
Zombie Plague If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.
Special Actions
Devour The big zombie eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten.
End of the Round
Shuffling Advance The big zombie moves 4 yards toward the nearest living creature.


Quick Zombie Difficulty 10
Size 1 or 1/2 undead
Perception 10 (+0)
Defense 13; Health 20
Strength 12 (+2), Agility 13 (+3), Intellect 6 (-4), Will 10 (+0)
Speed 20
Immune disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned
Headshot When the total of an attack roll with a weapon against a zombie is 20 or higher, the zombie takes damage equal to its Health instead of the weapon’s normal damage.
Pack Fighting When a quick zombie attacks a target within the reach of another creature with this trait that is friendly to the quick zombie, it makes the attack roll with 1 boon. Otherwise, the creature makes the attack roll with 1 bane.
Attack Options
Claws (melee) +2 with 1 boon (1d6+1)
Teeth (melee) +2 with 1 boon (1d6 plus attack Zombie Plague])
Zombie Plague If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.
Special Attacks
Rip and Tear The quick zombie attacks with both its claws and teeth.
End of the Round
Relentless Race The quick zombie moves 6 yards towards the nearest living creature.


Advanced Zombie Difficulty 100
Size 1 or 1/2 undead
Perception 15 (+5)
Defense 17; Health 120
Strength 13 (+3), Agility 13 (+3), Intellect 12 (+2), Will 11 (+1)
Speed 10
Immune disease, poison, asleep, charmed, dazed, frightened, fatigued, stunned
Undead Controller All zombies within 1 mile of the advanced zombie are considered to be under its control. The advanced zombie can use their senses to perceive the world, and anything they sense it will know. Zombies under the advanced zombie’s control receive the Pack Fighting trait (if they already have this trait, they get 2 boons to their attacks when within reach of another zombie). Zombies under the advanced zombie’s control can use its Intellect score for the purpose of challenge rolls or resisting attacks.
Attack Options
Blade (melee) +3 with 2 boons (2d6+2)
Pistol (short range) +3 with 2 boons (2d6+2)
Rifle (long range) +3 with 2 boons (3d6+3)
Bite (melee) +3 with 1 boon (2d6+1 plus Zombie Plague)
Zombie Plague If the target has a soul, it must make a Strength challenge roll. On a failure, the target becomes diseased. While it is diseased this way, the target cannot heal damage and makes attack rolls and challenge rolls with 1 bane. If it becomes incapacitated while diseased in this way it dies instantly and rises up as a new zombie 1d6 rounds later. Each time a creature diseased this way completes a rest it must make a Strength challenge roll. On a failure, the creature takes a 1d6 penalty to Health. The penalty lasts until this diseased affliction is removed. If this penalty reduces the creature’s Health to 0 while it is diseased this way, it dies and rises as a zombie 1d6 rounds later. After three successes, the creature removes this diseased affliction.
Special Actions
Feast An advanced zombie can spend an action to eat the flesh of a defenseless or dead creature within reach. A defenseless creature that is feasted upon dies. After it eats, the advanced zombie heals damage equal to its healing rate.