Monday, October 4, 2021

Monstrous Mondays: Alchemical Zombie

Ah. Monstrous Mondays in October.  Nothing goes better together. They are peanut butter cups of my regular series postings.  So let's get this first Monday in October started off right with a monster that screams Halloween monsters to me.  Zombies.

After watching the Re-Animator trilogy this one is a, pardon the pun, a no brainer.

Zombie
Zombie, Alchemical

Medium Undead* 

Frequency: Very Rare
Number Appearing: 1d8 (1d12)
Alignment: Chaotic [Chaotic Evil]
Movement: 150' (50') [15"]
Armor Class: 7 [12]
Hit Dice: 3d8+12*** (26 hp)
To Hit AC 0: 13 (+6)
Attacks: 2 claws, 1 bite
Damage: 1d6+3 x2, 1d4+3
Special: Fast, immune to turning, special abilities (see below)
Save: Monster 3
Morale: 12 (12)
Treasure Hoard Class: None
XP: 125 (OSE) 170 (LL)

Str: 19 (+3) Dex: 16 (+2) Con: 20 (+4) Int: 3 (-3) Wis: 1 (-4) Cha: 3 (-3)

Alchemical Zombies are created not by dark necromantic powers, but by forbidden sciences and alchemical means.  They look like normal zombies, but the similarities end there.   An alchemical zombie is fast, rolling normally for the initiative.  While they are a form of undead, they are not reanimated by necromancy or evil magic, therefore they can not be turned by a cleric.   

An alchemical zombie is mindless in its attacks.  It will seek out any living creature and attack it with claws and bites.  It will not stop until the living flesh it is attacking is torn to pieces.  Some alchemical zombies will eat the flesh, but they do not need to do it for sustenance, but instead only as a dim reflection of memory of enjoying food.  They do not rot beyond what their decomposed flesh has already done before their conversion and can last indefinitely.  Even hacked-off limbs will continue to seek out warm blood and flesh to tear and rend.  If there are no living creatures around the zombies will go into a passive stupor. They will "awaken" once a living person or creature comes within 60 ft of them.

In the process of making an alchemical zombie, alchemists discovered that by adding certain potions or chemicals can impart special powers on the zombie.  These powers and their sources are detailed below.

Roll d20 Potion/Chemical Effect
 1-3  Contol Undead  Summons 1d4 normal zombie per day
 4-5  ESP  +1 to attacks, saves and AC 
 6-7  Fire Resistance  +2 to saves vs. Fire damage   
 8-9  Giant Strength  +4 to damage per attack
 10-13  Healing / Troll Blood  Regenerates 2 hp per round
 14-15  Heroism  +2 to attacks
 16-17  Invulnerability  +4 bonus to AC 
 18-19  Speed  2 extra claw attacks every other round
 20  Super Heroism  +4 to attacks

In all cases, these powers are reflected in the XP values above.

Only fire can truly destroy these creatures and they must be reduced to ash. 

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For today's entry I thought it might work if I returned the "To Hit AC 0" line to the stat block.

1 comment:

Gwythaint said...

and the ashes can cause further animation if the enter the water table...