Day of the Triffids, based on the book of the same name.
More so than zombies Triffids are the worse mass-enemy you can face. Sure they are slow, but unlike zombies they are intelligent and totally alien. They are walking killer plants. The book and movie differ, but one of the things I remember the most is the sound the Triffids made as they moved. Scared the hell out of me.
No reason why I should suffer alone.
I am going to keep the extra-terrestrial origin since that makes them seem more, excuse to turn of phase, alien. It also gives us a reason to find these things on Earth in any age or other planets.
A Triffid is a plant creature that stands roughly 7ft to 8ft tall (2.2 to 2.5 meters). The base of the creature has three large roots that it can pull up and use to for locomotion. Moving two legs forward followed by the other. They don't move quickly, but consistently. The base is crowned with a long thin body (the "trunk") with the flowering "head". The flowering part can eject a long 10ft/3meter tendril that injects a deadly poison into the victim. The triffid then consumes the poisoned animal. If that animal happens to be a human, then so be it.
The triffid also has small appendages near it's root base where the trunk portion grows. It beats these in a constant droning clicking. It generally believed that these are used as echolocation communication or the attracting of mates.
Triffids are not susceptible to blood loss (no blood). Fire and extreme cold do double damage. Water based attacks or ones the replicate sunlight or UV radiation cause the triffid to regenerate loss health due to damage. Triffids take normal damage from electricity. Triffids are immune to sleep, charm, and hold magics or psionics. They can't become undead nor be raised from the dead. Triffids can be killed with salt water since they are plants.
Unless burned or soaked in salt water a triffid will regenerate all lost health even if seemingly dead (0 hp).
Triffids reproduce via spores in the air which land on other triffids. They produce a large white seed pod. On Earth the seed pod is infertile 95% of the time. On their own home worlds the seeds are only 50% infertile.
Stats for some of my new favorite games.
Amazing Adventures, Castles & Crusades)
NO. ENCOUNTERED: 2-12 (2d6) small groups, 300-1800 (3d6x100) worldwide
HD: 3d8 (13)
MOVE: 20 ft.
ATTACKS: Slam (1d8) or stinger (1d4/poison)
SPECIAL: Blend, Darkvision 60 ft., Feed, Regeneration 3/6, Slow, Twilight Vision,
Regeneration: Triffids regenerate 3 hp per round under normal circumstances even if reduced to below 0. The regenerate 6 hp per round if they have access to water or sunlight (or uv).
Triffids (Starships & Spacemen, Mutant Future, Labyrinth Lord, The Witch)
Encountered: 2-12 (2d6) small groups, 300-1800 (3d6x100) worldwide
Movement: 180' (60')
Psionic Potential: none
Combat Skill/Save: I3
Attacks: Slam (1d8) or stinger (1d4/poison)
Damage: 1d8/1d4 Poison
Hoard Class: None