Zombie, Nemesis

Chris Van Deelen

Enc: 1
Alignment: Chaotic
Movement: 90’ (30’)
AC: 2
HD: 26
Attacks: By weapon or 2 punches and one bite.  
Damage: 2d8+3d6+8 / 2d8+3d6+8 / 2d6+3d6+4
Save: L20
Morale: See description
Hoard Class: 1d4 ranged firearms, 1d3-1 melee weapons, 1 suit of modified artifact armor (typically ballistic cloth or even plate-style)

This creature is an offshoot of the Tyrant zombie, being larger and retaining near-human level of intellect. The creature is massive, gaining nearly twice the mass of the Tyrant, and is highly resilient to all manner of damage. Unlike the Tyrants, these creatures cannot be created through the virus. They are deliberate mutations of the Tyrants, by some unknown group or faction in the wastelands.

Scholars agree that these creatures are pure war and terror machines, as they serve no other purpose. Thankfully they are exceedingly rare and only a handful have been encountered over the many decades since the end of the final wars.

If the creature’s strength and ferocity was not bad enough, they are also capable of using weapons and often show up in the battlefield wielding firepower and are protected by heavy armor, specifically constructed for their greatly increased frames.

Even though they are intelligent, and they will take orders from whoever programmed their brains, they will not speak to anyone, nor will they show mercy or compassion. They have their goals, and they will carry them out with machine-like precision and determination. In many ways these creatures are the biological equivalent of robotic hunter-killers that were often employed by the various military forces around the globe and off-world.

When engaged in combat, the creatures will always use weapons, be it firearms or melee weapons. They will not bother with physical attacks unless they are somehow disarmed, or have sustained enough physical punishment that they need to feed in order to regenerate. If forced to use their natural weapons, they are still quite formidable and can easily kill the unwary and those foolish enough to get within striking distance.

The creatures have a natural regenerative capability, which heals 2d4 points of damage per round. They can only heal up to half of their total hit points before the body uses up all stored energy and it needs to feed.

When this happens, it does not matter if the meat is alive or dead – meat is meat and for every dice of flesh it consumes, it will regain 2d4 hit points. If for some reason it feeds on the flesh of a creature infected with the same virus that creates the various types of undead, the healing rate is doubled. It requires 1 round to consume a single hit-dice worth of flesh from a dead creature, and if it consumed all the hit dice, nothing is left except for bloody bones. Anyone unlucky enough to have sustained a bite from one of these creatures must make a saving throw versus poison or contract the Walking Dead disease.

Being intelligent, the creature is able to use tactics and will not simply wade into a wall of lead or energy – it will use cover. It will always target the most dangerous individual when encountering a group and it will do what it can to kill that individual, always going after the next strongest and so forth.

It will also use its intelligence to set up ambushes, to use the terrain it is in to create traps such as pits, deadfalls and the like. It will also use multiple weapons, and as with targeting a specific individual, it will use its strongest weapons first.

The creature will even retreat if it turns out that achieving its primary goal will prove to be too difficult and could cost the creature’s very existence. If it has sustained too much damage it will often retreat, taking the bodies of anyone it has killed with it to feed and regenerate. Like other regenerating undead, this creature can be harmed by acid and fire but unlike other undead who cannot regenerate from the damage inflicted by either, this creature can regenerate, as long as it has not been reduced to true death.

Occasionally when the creature is destroyed, the body will sprout tentacles. 3d4 will erupt from the torn and damaged flesh of the monster and will whip out to strike at anything within 20 feet. The tentacles will inflict 1d6+3d6 points of damage and have Strength of 20 when it comes to grappling purposes. It will attempt to grapple a single target and drag it to the body, where the tentacles will rip it apart and absorb the flesh, bringing the monster back to life. Multiple tentacles can attack a single target and the Strength increases by +2 for every tentacle that hits.

If there are no targets within range, the tentacles will wait until meat presents itself, but only for a short period of time. If the tentacles cannot feed within 24+4d6 hours, they will eventually die and the whole body will undergo rapid decomposition, turning into slime-covered bones in only 4d6 turns. At this point the creature is truly dead.

Like most undead, these creatures are immune to stun, paralysis, poison, radiation, and disease. It is also not affected by the mutation vampiric field.

Mutations: Aberrant form (natural weapons, new body parts – tentacles), gigantism, increased physical attributes (Strength), regenerative capability.


Source: Resident Evil series