Zombie

Level 1 Band Brute
Undead EV 3
Stamina 20 Immunity corruption 1, poison 1
Speed 5 Size 1M / Stability 1
Free Strike 2

Might

2

Agility

1

Reason

-5

Intuition

-2

Presence

1

Clobber and Clutch 2d10 + 2

Melee, Strike, Weapon Signature Action
Melee 1 One creature or object
≤11: 4 damage 12—16: 6 damage 17+: 7 damage;
grabbed
Effect:

A target who starts their turn grabbed by the zombie takes 2 corruption damage. If a creature takes 5 or more corruption damage this way, they become insatiably hungry for flesh. The target must complete the Find a Cure project to end this effect.

Breakfall (3 Malice) 2d10 + 2

Area, Melee Maneuver
2 burst Each enemy in the burst
Effect:

The zombie falls prone, expelling a wave of rot and dust.

≤11: 2 corruption damage 12—16: 3 corruption damage;
M<1 weakened (save ends)
17+: 4 corruption damage;
M<2 dazed (save ends)

Endless Knight

The first time the zombie is reduced to Stamina 0 by damage that isn’t fire damage or holy damage and their body isn’t destroyed, they regain their full Stamina and fall prone.

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  1. Undead Malice


    1. Paranormal Fling

      3 Malice
      1. Up to three objects on the encounter map that aren’t held or tethered to the ground float 1 square off the ground. Each object is then pulled 5 squares toward the nearest enemy within 3 squares of the object.

    2. Abyssal Rift

      5 Malice
      1. Ravenous and rotting undead arms burst forth from 9 connected squares of a vertical or horizontal surface. A creature who ends their turn adjacent to an affected square makes an Agility test.

      2. ≤11: 5 damage;
        restrained (save ends)
        12—16: 5 damage;
        restrained (EoT)
        17+: 5 damage
      3. A creature who starts their turn restrained by the arms takes 1d6 damage.

    3. Dread March

      7 Malice
      1. Each undead creature in the encounter moves up to their speed and makes a free strike. If an undead creature is reduced to Stamina 0 during this dread march, they don’t die until their movement and attacks are resolved.

    4. Intensity Tally

      1. At the end of each round, keep an intensity tally of the number of living heroes not adjacent to one or more undead creatures. When the tally reaches the number of heroes in the encounter, you can spend malice to activate the following feature.

        Ravenous Horde (3 Malice) Each living hero in the encounter is beset by two winded rotting zombies who burst out of unoccupied spaces 4 squares away. The number of rotting zombies increases to three per hero when three or fewer heroes remain alive in the encounter. The intensity tally resets to 0.

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