Zombie, Gas

Chris Van Deelen

No. Enc: 3d6
Alignment: Neutral
Movement: 90’ (30’)
                    150’ (50’) Night
AC: 6 / 3 (night)
HD: 3
Attacks: 1 bite / 2 bites, 4 claws (night)
Damage: 1d8 / 1d8+3 / 1d8+3 / 1d6+3 / 1d6+3/ 1d6+3/ 1d6+3 (night)
Save: L3 / L6 (night)
Morale: N/A
Hoard Class: Incidental

During the daytime these zombies appear to be like any other zombies – slow, shambling monsters on the hunt for meat to consume and flesh to infect. There is one aspect to these creatures that set them apart from the regular run-of-the-mill undead – there is a strange, green vapor constantly emitting from their mouths. Sometimes it appears as if they are breathing when in fact they are not.

Another aspect sets these apart from the typical undead menace that can be encountered in the wastelands – they scream, and scream a lot! Most zombies will growl or groan, but these creatures cannot seem to keep their mouths shut.

As it turns out, this vapor is highly flammable and can even be explosive, which makes using fire-based weapons around this particular form of undead a dangerous proposition. If any flame or thermal-based weapon is used against these creatures, the gas will ignite, causing 2d6 points of damage (save versus stun for half damage, round down) in a 10 foot radius surrounding the zombie. The creature is immune to the damage caused by this explosion, but it can cause damage to any non-zombies nearby.

Like most zombies, the sure-fire way to kill these is by destroying the head, which can be relatively difficult if not equipped with the right type of weapon. Still, inflict enough damage on the creatures and they can be taken down and the brains destroyed at a leisurely pace, but this again can be a dangerous proposition, depending on how many are encountered.

During the daytime, they are an annoyance and are very dangerous to the unprepared. At night however, they become far, far worse. Their speed increases dramatically and they gain additional attacks. When engaged in combat, they will gain a +4 to their imitative rolls as well. At night the explosive gas is no longer generated, instead being used by the zombie, and this is what causes them to become so much faster and deadlier.

As with most types of zombies, a bite from one of these creatures will have a chance to infect the victim. A save versus poison is required to avoid being infected. If the saving throw fails, the victim will suffer 3d6 points of damage per round as the toxins radically change the biochemistry. This can be halted by using modern medical drugs but if the victim dies due to the damage inflicted by the changes, they will rise up 1d3 rounds after death, ready to attack those uninfected.

Mutations: Toxic weapon

Source: Wyrmwood (2015)