Subhuman
During the final wars the many of the less scrupulous Ancients were always looking for new and horrific terror weapons to unleash upon their enemies. The various Zombie Plagues were some of the most successful, but the virus that created these undead horrors had to come from somewhere.
Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.
No. Enc: 10d12
Alignment: Neutral
Movement: 90’ (30’)
AC: 7
HD: 6
Attacks: by weapon or bite, punch, punch
Damage: by weapon or 1d6+1 / 1d4 / 1d4
Save: L6
Morale: N/A
Hoard Class: I, II, III
During the final wars the many of the less scrupulous Ancients were always looking for new and horrific terror weapons to unleash upon their enemies. The various Zombie Plagues were some of the most successful, but the virus that created these undead horrors had to come from somewhere.
It was during the research to create these weapons, one strain appeared to have the desired effect, but did not raise the dead. These creatures became known as the ‘Living Zombies’. It was discovered that this virus could be modified and when unleashed, had a different effect.
Those exposed to this modified strain devolved mentally, reverting to a primitive state, like what the Ancients envisioned the cave-man to be like. The devolution took place rapidly. First the victim would suffer from horrific headaches for 1d4 hours and a painful rash would break out over the body. Then the headache would disappear and the victims would appear to be fine for another 1d3 hours. Once this time period came to an end, the victim would then begin to lose 1d3 points of intelligence per turn, until they reached 3.
The odd thing is that these creatures would then be stuck in whatever emotional state they were in at the time for the remainder of their lives. If they were in fear, the fear would be so intense that they would flee, if they were happy, it these creatures would perpetually be happy. If they were lustful…
The one over-riding aspect to this virus was that they would feel the need to spread it. This would involve the infected creatures trying to bite and infect others that were not suffering from the same affliction.
Anyone bitten would have to make a saving throw versus poison or suffer the symptoms described above. If the victims were given a Filter-Dose or other similar treatment before they reached 3 Intelligence (or lower), they would not revert. Lost Intelligence would return at the victim’s natural healing rate per day.
As long as there were no other un-infected around, these creatures would essentially begin their new lives as cavemen. They would shun all modern technology and even clothing, preferring to go naked or wear the skins of animals (or in some cases, the skins of humans). They would use simple tools and weapons (such as clubs) and become hunter / gatherers. The creatures will not shun modern buildings or vehicles, and instead will often use these as a home or shelter. Sometimes they will also fixate on a single piece of technology that had some sort of meaning to them before they turned and will worship it like a god or idol.
They are also drawn to one another and will set up large communities. These communities will be haphazard at best and are always ruled by the strongest and meanest member of the community. This creature can be either male or female, just as long as they retain the strength and tenacity to hold onto their position.
They will mate with their own kind and the children produced are always of the same species. The gestation period for these creatures is the same as regular humans and they will reach sexual maturity at the same rate. They also carry the same virus that will cause anyone bitten to transform if they fail the saving throw or are incapable of getting the proper medical treatment.
These creatures also instinctively know when they are dealing with someone who is not infected, no matter what mannerisms or habits the potential victim happens to adopt.
Mutations: Toxic weapon
Source: Darwin Elevator by Jason M. Hough