Starfinder: Parasite Zombie

Starfinder: Parasite Zombie

Parasite Zombie CR 1 XP 400

Neutral medium undead

Init +0; Senses Darkvision 60 ft.; Perception +0

 

Defense                                                             HP 13

EAC 11; KAC 12

Fort +0; Ref +2; Will +3

Defensive Abilities spread parasite, still living; immunities undead immunities

 

Offense

Speed 30 ft.

Melee Bite, +2, (1d4 P)

Ranged Spit, +4, do damage (see below)

Offensive Abilities Infectious bite, infectious spit

 

Statistics

Str +0; Dex +2; Con -; Int -3; Wis +0; Cha +1

Skills None

Feats None

Languages None

Gear None

 

Ecology

Environment Any

Organization Solitary, small groups (1d6), large groups 3d8), hoards (6d10).

 

Special Abilities

Infectious Bite (Su) The bite of the Parasite zombie is able to transmit not only the larval parasite but eggs as well. The victim must make a Fort save (DC 13) or become infected with the parasite and eggs. Each hour the victim must make a new saving throw, and if it fails, the victim will lose 1d4 points of Constitution. If the victim’s Constitution score reaches zero, they are fully infected and are now under the control of parasite.  Technically the victim is not dead at this point, and can still think, but they are nothing more than observers, trapped in their body as it seeks out living targets to bite and infect. If the victim is able to make three successful saving throws in a row, the parasite and any eggs it has laid are purged from the body, and all lost Constitution will return at the victim’s natural healing rate per day.

Infectious Spit (Su) The zombie is able to spit at any target within a 20 foot range. This is considered a ranged attack with a +4 to hit. If the target has any open wounds, see the effects of spread parasite (below).

Spread Parasite (Su) Anytime the creature is hit with a slashing weapon, there is a chance the blood, which is infected with the larva and eggs, will hit those nearby.  Anyone within 5 feet of the creature must make a reflex save (DC 13) or be splashed by the blood. If the victim has any open wounds, they must then make an additional fort save (DC 13) or become infected.

Still living (Su) The victim is still alive, although has taken on the traits of an undead. Once the victim has been reduced to zero hit points, the creature is dead, but will not remain as such. After 1d4 rounds, the creature will arise once again, with full hit points and will have to be destroyed a second time. If the victim is treated to a cure disease or similar such magic, or is treated with any type of drug which will destroy parasites or diseases, the victim can be still saved. It should be noted that once the victims Constitution has reached zero, any type of restoration will have no effect unless the disease is first cured. As long as the victim’s Constitution remains at zero, they will act like a zombie. If at this point the parasites and eggs have been destroyed, their bite will no longer infect.  Once the Constitution score reaches at least 1, then the victim regains control of their body and have to live with the consequences of what they may have done.

 

Evil scientists, while working with necromancers, came up with a terrifying variety of different types of undead, specifically those which follow the classic ‘zombie’ motif. Then someone came up with the brilliant idea to create a parasite, which could be used to infect a host, and turn it into a zombie while it was still living. When the host was finally killed, the parasites would simply reanimate the host as an undead creature. Thus this particular type of zombie was created.

The basic parasite was created using a species of wasp. The insect was genetically engineered and then infused with necromantic magic. The creature never grew past its larval form, and even in this stage of existence, it could still produce eggs. The larva could infect a host, quickly taking over and turning it into a feeding machine, whose only purpose is to spread the infection.  

The wasp larva bred at incredible speed and are born pregnant with the next generation of larva. These specially engineered insects would spread through the host’s body, leaving the host perfectly aware of what was happening but at the same time taking away all motor control.

A Parasite Zombie is created through two methods. The first and most direct is through a bite, where the zombie infects the victim with the larva. It doesn’t take long for the larva to infect the body and take it over, turning it into a vehicle to spread their progeny.

The second method is for the zombie to spit at a target. The spittle is filled with the squirming larva and eggs, and as such if the spit hits an open wound or gets into any orifice, the creature is able to continue the cycle.

That however, is not the worst aspect of the infection. The host is perfectly aware of what is happening to them, and are incapable of preventing their bodies from attacking and trying to spread the infection. At this point, they are still living.

As stated, the victim is completely aware of what is happening but has no control over its body.  The victim cannot communicate or react in any manner, although spells and abilities such as Telepathy will allow the victim to be contacted.  Once the victim has died however, the mind is gone and only a Limited Wish, Miracle or Wish spell will bring them back.

Source: Dead of Night by Jonathan Maberry.

Starfinder Creature Index

Mental Mutation: Ability Adjustment

Mental Mutation: Ability Adjustment

Ability Reduction - Temporary (Drawback) Physical Mutation

Ability Reduction - Temporary (Drawback) Physical Mutation