Zombie, Exposed

Chris Van Deelen

No. Enc: 1d6
Alignment: Chaotic
Movement: 120’ (40’)
AC: 4
HD: 10
Attacks: 1 tongue, or 1 bite and two claws
Damage: 1d8+5 plus grapple / 2d8+5 / 1d6+5 / 1d6+5
Save: L12
Morale: N/A
Hoard Class: N/A

Many variants of the undead virus were released during the final wars. The most common of course was the Walking Dead virus, that turned victims into mindless eating machines, but variations were developed and released.

One particular type greatly mutated the victim from a simple Walking Dead zombie into a powerfully muscled, skinless, eyeless beast that walks on all fours and has powerful claws in place of fingers and toes. Worst is how its tongue has mutated, becoming powerful and very long.

The creature retains nothing of its former life, simply becoming a pure predator, and quite intelligent at that. It can work together with other members of its type to set ambushes and work out strategies on how to deal with particularly powerful foes.

When engaged in combat, the creature can use its elongated tongue as both a weapon, and as a means to grapple a target. They will use any surface that is available and can be shocking quiet. As a result they surprise on a 1-2. If the target appears to be weak, they will try to grapple it with their tongue. This appendage has a range of 30 feet, and will cause regular damage and wrap around the target. The creature has an effective strength of 18 using this tongue and can drag humanoid or small creatures to their mouths after a successful strike, and then a successful grapple check. When a target is in biting range, they will gain a +4 to hit with the bite (releasing the tongue as to not bite it off).

Even after the creature bites, it will attempt to grapple with one or both hands, automatically crushing the victim for regular damage each round. The creature has Strength of 24 for grapple purposes.

The bite of these monsters carry the same virus that creates the Walking Dead, and as such the victim must make a saving throw versus poison or contract the disease. One in 10 who contract the disease will mutate further, becoming one of these deadly beasts.

Although blind, the creature’s sense of hearing is greatly enhanced, and at the same time, it suffers double damage from sonic-based attacks, and can be ‘deafened’ and rendered effectively blind. Any time it takes at least 10 points of damage from a sonic-based attack, it must make a saving throw versus death or become deafened. When this happens, the creatures AC is reduced to 7, and it cannot use its tongue, or ambush. All other attacks are made at a -4 to hit. This will last for 2d20 hours, and if the creature rolls a natural 1, then the deafness is permanent.

Some of these creatures also possess a unique sense, a special mental mutation that allows them to sense living prey up to 500 feet from their location. Approximately 1 in 5 also possess the mutation neural thrust, which causes 6d6 damage and requires a saving throw versus stun or the victim is stunned for 1d4 rounds. It can only use this mutation once every three rounds. It has a Will Power of 10+1d8.

Being undead, the creature is immune to stun, paralysis, poison, radiation, and disease. It is also not affected by the mutation vampiric field.

Mutations: Aberrant form (natural weapons), bizarre appearance, neural thrust (modified), unique sense (life-force).

Source: Resident Evil games