Karōshi Zombie (Chaps & AppsTM)

Michael O. Varhola

Karōshi Zombie

Medium undead, lawful evil

Armor Class 6

Hit Points 34 (4d8+16)

Speed 20 ft.

STR
14 (+2)
DEX
6 (-2)
CON
19 (+4)
INT
6 (-2)
WIS
6 (-2)
CHA
5 (-3)


Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 8
Languages understands the languages it knew in life and can speak vocational phrases
Challenge 1 (200 XP)


Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

Karōshi Zombies are businessmen and salaried workers who have augmented themselves with various hardware and apps in order to be able to work far longer hours than would be possible for normal humans but who have nonetheless suffered sudden death from heart attacks and strokes caused by lack of sleep, malnutrition, and alcohol abuse. Their upgrades have allowed them to continue to function even after death, however, and for their animated corpses to be fueled by a combination of vodka and cigarette smoke. Such monsters are predominantly from the Terran nations of Japan, China, and Korea, but can also be found on the offworld  colonies of those countries, where they are variously used as slave labor or occupy abandoned facilities. 

If the body of a Karoshi Zombie is ruptured in melee combat, vaporous fumes will seep out of the creature, and if these are exposed to open flames they will ignite and the monster will explode in a fireball that includes fragments from its embedded hardware. Because such a monster usually has a lit cigarette hanging from its undead lips, this is almost always inevitable. Incendiary ammunition will cause the same effect. This explosion will inflict 14 fire damage (4d6) and 7 piercing damage (2d6) to anything within a 10 foot radius (Dex save DC 14 for half damage).