Patchwork Zombie Hulk
Tier 1Solo
A towering gestalt of corpses moving as one, with torso-sized limbs and fists as large as a grown halfling.
Motives & tactics absorb corpses, fl ail, hunger, terrify
- Difficulty
- 13
- Thresholds
- 8 / 15
- HP
- 10
- Stress
- 3
- Attack
- +4 Too Many Arms · Very Close · 1d20 phy
- Experience
- Intimidation +2, Tear Things Apart +2
Features
- Destructible Passive When the Zombie takes Major or greater damage, they mark an additional HP.
- Flailing Limbs Passive When the Zombie makes a standard attack, they can attack all targets within Very Close range.
- Another for the Pile Action When the Zombie is within Very Close range of a corpse, they can incorporate it into themselves, clearing a HP and a Stress.
- Tormented Screams Action Mark a Stress to cause all PCs within Far range to make a Presence Reaction Roll (13). Targets who fail lose a Hope and you gain a Fear for each. Targets who succeed must mark a Stress.
Rotted Zombie
Tier 1Minion
A decaying corpse ambling toward their prey.
Motives & tactics eat flesh, hunger, maul, surround
- Difficulty
- 8
- Thresholds
- –None
- HP
- 1
- Stress
- 1
- Attack
- -3 Bite · Melee · 2 phy
Features
- Minion (3) Passive The Zombie is defeated when they take any damage. For every 3 damage a PC deals to the Zombie, defeat an additional Minion within range the attack would succeed against.
- Group Attack Action Spend a Fear to choose a target and spotlight all Rotted Zombies within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.
Shambling Zombie
Tier 1Standard
An animated corpse that moves shakily, driven only by hunger.
Motives & tactics devour, hungry, mob enemy, shred flesh
- Difficulty
- 10
- Thresholds
- 4 / 6
- HP
- 4
- Stress
- 1
- Attack
- +0 Bite · Melee · 1d6+1 phy
Features
- Too Many to Handle Passive When the Zombie is within Melee range of a creature and at least one other Zombie is within Close range, all attacks against that creature have advantage.
- Horrifying Passive Targets who mark HP from the Zombie’s attacks must also mark a Stress.
Zombie Pack
Tier 1Horde (2/HP)
A group of shambling corpses instinctively moving together.
Motives & tactics consume flesh, hunger, maul
- Difficulty
- 8
- Thresholds
- 6 / 12
- HP
- 6
- Stress
- 3
- Attack
- -1 Bite · Melee · 1d10+2 phy
Features
- Horde (1d4+2) Passive When the Zombies have marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead.
- Overwhelm Reaction When the Zombies mark HP from an attack within Melee range, you can mark a Stress to make a standard attack against the attacker.
Archer Squadron
Tier 2Horde (2/HP)
A group of trained archers bearing massive bows.
Motives & tactics stick together, survive, volley fire
- Difficulty
- 13
- Thresholds
- 8 / 16
- HP
- 4
- Stress
- 3
- Attack
- +0 Longbow · Far · 2d6+3 phy
Features
- Horde (1d6+3) Passive When the Squadron has marked half or more of their HP, their standard attack deals 1d6+3 physical damage instead.
- Focused Volley Action Spend a Fear to target a point within Far range. Make an attack with advantage against all targets within Close range of that point. Targets the Squadron succeeds against take 1d10+4 physical damage.
- Suppressing Fire Action Mark a Stress to target a point within Far range. Until the next roll with Fear, a creature who moves within Close range of that point must make an Agility Reaction Roll. On a failure, they take 2d6+3 physical damage. On a success, they take half damage.
Apprentice Assassin
Tier 2Minion
A young trainee eager to prove themselves.
Motives & tactics act reckless, kill, prove their worth, show off
- Difficulty
- 13
- Thresholds
- –None
- HP
- 1
- Stress
- 1
- Attack
- -1 Thrown Dagger · Very Close · 4 phy
- Experience
- Intrusion +2
Features
- Minion (6) Passive The Assassin is defeated when they take any damage. For every 6 damage a PC deals to the Assassin, defeat an additional Minion within range the attack would succeed against.
- Group Attack Action Spend a Fear to choose a target and spotlight all Apprentice Assassins within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage.