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Izombie Rules (D20 Modern Variant Rule) : Zombie Stats

A zombie's abilities change when reanimated: strength increases but dexterity decreases, intelligence and wisdom are reduced. Zombies are slower, lose skills and languages, and can only attack by biting or grappling. Headshots are an effective way to kill zombies, as their head has separate hit points from their body. The zombie virus spreads through bites and other fluids, infecting those bitten who must succeed on increasing fortitude saves or die and reanimate within a few hours.

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0% found this document useful (0 votes)
201 views7 pages

Izombie Rules (D20 Modern Variant Rule) : Zombie Stats

A zombie's abilities change when reanimated: strength increases but dexterity decreases, intelligence and wisdom are reduced. Zombies are slower, lose skills and languages, and can only attack by biting or grappling. Headshots are an effective way to kill zombies, as their head has separate hit points from their body. The zombie virus spreads through bites and other fluids, infecting those bitten who must succeed on increasing fortitude saves or die and reanimate within a few hours.

Uploaded by

James Lewis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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iZombie Rules (D20 Modern Variant Rule)

Brains...
[edit]
Zombie Stats
[edit] Abilities
When a
creature
reanimates as a
zombie its
abilities
change:
STR: +2 (A
zombie isn’t
stronger than a
human, but it
ignores pain
and can
therefore push
its body to its
limits)
DEX: -4 (A
zombie suffers
a loss of muscular coordination)
CON: +0
INT: =2 (A zombie brain is as effective as an animal, if not less effective)
WIS: -2 (A zombie uses his original ability modifier for listen and spot checks)
CHA: =2 (A zombie is obviously not very charismatic)
[edit] Skills
A zombie cannot have ranks in any skill and suffers a -5 penalty to all Dex, Int and Cha-based
skills and gets penalties to other checks. A zombie can only use the following skills (penalties
shown too): Bluff (Cha) (-4), Climb (Str) (-6)*, Escape Artist (Dex) (-4), Listen (Wis), Move
Silently (Dex) (-6)*, Search (Int) (-4)*, Spot (Wis) (?)
 A zombie only uses this skill when hunting for prey.
[edit] Languages
A zombie loses all its speak and write abilities, and is left with groans and gutteral sounds.
[edit] Speed
A zombie’s speed is ½ of its original speed and can’t run.
Variant: Fast zombies, in the style of 28 Days Later or the Dawn of the Dead remake, would
retain their original speed and would be able to run.
[edit] Initiative
A zombie doesn’t get its DEX bonus to initiative.
[edit] Attacking
Here're some different ways to handle zombie attacks:
[edit] Method 1
A zombie attacks normally. It has several different attacks:
 Bite: The zombie bites the victim. Unless he succeeds a fortitude save (DC = 10+damage
dealt) the zombies bite infect the victim. The bite is a melee attack and deals 2d4 damage.
 Punch: The zombie punches the target, dealing 1d6 damage (assuming the zombie is a
human of regular size).
 Grapple: The zombie attempts to grapple the target. If the zombie can successfully
grapple a target it gets +6 to attack rolls and “Fortitude save DCs” when biting. A zombie
can’t pin an opponent.
[edit] Method 2
Here's my take on realistic zombie attacks. Give them a "Slam" attack as their only attack mode.
Then give them "Improved Grab" that gives them a free grapple attack after they hit with a slam.
Once they establish a grapple, they get a free bite attack against their foe (attack bonus equal to
slam attack) on any round they begin in a grapple (bite damage 1d2+1/2 str).
My reasoning? Any zombie I've ever seen acts like that way: it always tries to grab hold of
something before biting it. Unless it's arms are restrained, the bite occurs after their opponent is
immobilized with a grapple.
[edit] Method 3
A third method that has worked well for my Fast Zombie campaign is more merciful to the
players in order to balance for the zombie's speed. Players are allowed multiple Attacks Of
Opportunity and opposed grapple checks before being exposed to a potentially fatal bite.
Zombies can take double movements and perform charges; base speed is 30.
Zombies main attacks are claws in melee or bites in a grapple. Zombies attempt to grapple
following a successful touch attack (one AoO or more with the Combat Reflexes feat, and an
opposed grapple check). If successful player is knocked prone to the ground along with the
zombie. The zombie attempts to bite the player (another opposed grapple check) and does
damage appropriate to its size (I use 1d6+2), transmitting the Virus to the player. When a zombie
claws is mainly Zombie Master discretion, I usually have zombies claw when making AoOs or
any time when the players are moving away from the zombie, simulating a failed one-handed
grab tearing away flesh. Again damage is according to size (I use 1d4+2). If the zombies charge,
they attempt a grapple with the standard +2 attack/-2DB and the additional AoO for the player.
Remember that 4 medium creatures can grapple one player at a time, or 8 small creatures (kiddie
zombies). When a player is surrounded by zombies and grappled, the remaining zombies try to
join the grapple or claw the player with the +4 bonus for melee attacks against a prone target.
[edit] Class Abilities
A zombie loses all his class abilities, feats, talents, FX abilities and the like. A zombie gets the
special ability Scent (Ex), though zombies can only smell humans.
[edit] Aging, rotting
Every 2 months after the zombie has been reanimated it gets 2 points of ability damage to all
abilities. This is only relevant when making old zombies or determining when the zombie threat
ends in an isolated area. (GMs may want to ignore this rule when running a campaign long time
after the zombie invasion.)
[edit] Poison
Zombies are immune to all poisons and diseases.
[edit] Headshot rules
"Shoot 'em in the head, you gotta shoot 'em in the head..!"
There's only one way to bring down a zombie: destroying the brain. Here are variant rules for
handling headshots:
[edit] Split Defense/HP
The zombie NPC has two Defense values and two sets of HP, one of each for the head and the
body.
[edit] Defense
The zombie only gains the nonprof. Defense bonus. The zombie only gets ½ size (rounded up)
and natural armor (rounded up) bonus to the head Defense. The zombie does not get DEX or any
dodge bonuses to Defense.
 Body (Defb): 10 + armor (The zombie only gains the nonprof. Defense bonus) + class
bonus + natural + size (The zombie does not get Defense bonus from DEX)
 Head (Defh): 15 + armor (Helmet, see new equipment) + class bonus + ½ natural + ½
size (The difference between a ex. child’s head and an adult’s head isn’t as big as the
body difference) + misc. (the zombie might be missing his jaw)
You roll attack rolls normally with all the same bonuses. If you beat the head Defense you hit the
head. If you only beat the body Defense you only hit the body.
Critical hits automatically hit the head and deals damage to the head with all multipliers.
Coup de Graces automatically hit the head and deals damage to the head with all multipliers.
[edit] HP
A weapon deals damage normally to the head and the body but they have different amounts of
HP.
 Body (HPb): 5/6 of the original HP (Ex: 20, total 24)
 Head (HPh): 1/6 of the original HP (Ex: 4, total 24)
If the body HP reaches 0 the zombie dies, or its body is so damaged that it isn’t a threat. If the
heads HP reaches 0 the zombie dies.
[edit] Fast Zombie Variant
Fast zombies heads are harder to hit. The hitpoint system in this variant serves to give the player
more dramatic options in combat, such as calling shots to the head. With good rolls zombies go
down quickly, allowing for more zombies killed per capita. More dead zombies equals more fun
had by all.
In this variant, the zombie's hitpoints aren't split, they have 11 HP; Defense bonus is low at 11 as
well. Given average gun damage in D20 (7 on 2d6 or 9 on 2d8), this means that normally a
zombie will take 2 shots to kill. It's assumed that once a zombie takes a sufficient level of
damage that part of that damage has disabled the head.
Headshots are entirely up to the player in combat. The zombie's head has a DefB of 19 (+4 for
size, +4 for the player calling the shot). Any damage to the head kills the zombie. The head has
to be willfully targeted; explosion or splash damage hits the entire body. Headshots are a
calculated risk; most players reserve targeting the head for critical situations.
[edit] The Virus
The virus spreads via blood, spit and other body fluids, ex from a bite from a zombie. When a
character is infected he makes a fortitude save every 30 minutes, if he fails he dies/takes damage,
if he succeeds he take damage and/or ability damage to strength, dexterity and constitution.
Every 30 minutes the fortitude DC gets higher. The DC is 10 + the zombie’s constitution
modifier+2 for each 30 minutes after the first 30 minutes. If the subject rolls under 10 he dies.
 After 30 minutes: Fortitude save: Fail = 3d6 damage, 1d2ability damage – Success =
2d6 damage. Symptoms= sweats,fever tired, discoloration (brown-purple) of the infected
area.
 After 60 minutes: Fortitude save (+2): Fail = 4d6damage, 1d2 ability damage –
Success= 3d6 damage. Symptoms = vomiting, pain in joints, chills.
 After 90 minutes: Fortitude save (+4): Fail = Unconsciousness (5 minutes), 5d6 damage,
1d2 ability damage – Success = 4d6damage. Symptoms= slight dementia, talks nonsense,
loss of muscular coordination.
 After 120 minutes: Fortitude save (+6): Fail = Unconsciousness (10 minutes)
6d6damage, 1d2 ability damage – Success = 5d6damage, 1d2 ability damage.
Symptoms= slowed heart rate, increased dementia, paralysis in the lower body.
 After 150 minutes: Fortitude save (+8): Fail = Coma – Success = Unconsciousness (15
minutes) 6d6damage, 1d2 ability damage.
 After 180 minutes: Fortitude save (+10): Fail = Death - Success = Coma.
 After 210 minutes: Death.
The subject reanimates after 1d10x 10minutes (from 10 minutes to 1 hour 40 minutes). The PCs
shouldn’t know the result of this roll.
Sometimes when handling NPCs infected by the virus the GM should decide when the NPCs die
and reanimate instead of rolling.
The disease can’t be cured in any way, but if one is bitten in a limb and you remove that limb,
before 10 minutes after the bite, the person has a 20% chance to not be infected (roll d%).
Cutting of a limb requires a Treat Injury check. If the check fails the subject dies from heavy
blood loss and will reanimate as a zombie if the d% check failed too. A surgery saw (see new
equipment) gives a +5 bonus to the Treat Injury check.
[edit] New equipment
Armors
Helmets 1 Type Equip Bonus Weight
Bicycle helmet, safety helmet Helmet +1 1 lb.
Police helmet, military Helmet +2 3 lb.
helmet
1 = Helmets bonuses are only added when using the "Headshot" rule.

General Equipment
Equipment Size Weight Purchase DC Restriction
Surgery Tiny 4 lb. 10 Lic (+1)
Saw

Weapons
Melee weapon Damage Type Size Purchase DC
Axe, fire 1d8 x3 Slashing Med 5
Hammer, 1d4 x2 Bludgeonin Tiny 3
small g
Hammer, large 1d6 x3 Bludgeonin Med 4
g
[edit] Storytelling
One big consideration for a Zombie Master is boredom. Killing zeds is great for two or three
sessions but challenges need to be varied to be exciting. Remember Murphy's Law. If you can
think of something horrible or inopportune that could happen to the players, they can think of a
way to get out of it.
Humans can be enemies too. Create moral conflicts. Should the players stop to help other
survivors or is it every man for himself? Scavengers and raiders will try to steal and strongarm
supplies. Are they to be negotiated with or shot on sight?
Survival horror as a genre requires a fair measure of dread to be maintained by the ZM (Zombie
Master). Your players should never feel safe, especially after the apocalypse. In general, players
feel safe when they feel prepared. Limit ammunition, medical supplies, safe houses or
fortifications, friendly NPCs, and methods of transportation. This helps you control the flow of
play and opens up tons of story opportunities.
Bad weather is one of my favorite tools for limiting the players options. The roads are already
full of wrecked cars, but now it's snowing. Force your players to get creative, and try not to say
no when they think of something. You get the idea.
[edit] Skill Challenges
Consider adapting the 4th edition D&D skill challenge system for your D20 modern campaign
(see Recommended Books). It is a great system that requires a certain number of skill successes
before failures. The whole entire party can help out too if they think of a creative way to use one
of their skills. It balances skill based encounters very well and allows the ZM to accurately
portray negotiations, bartering, repairing, making improvised demolitions and other complex
tasks.
[edit] Boss Considerations
Every epidemic-level virus will mutate given time. The sheer number of infected humans means
that out of everyone, a very small percentage of us will show a natural resistance to the virus.
Quite possibly your players are resistant; the virus may still turn them but being bitten is not an
automatic death sentence. Consider giving your players a bonus to FORT saves against the virus,
or creating a feat to give them such a bonus.
But if the players have genetic strengths, some humans will have genetic weaknesses. The virus
not only turns some people into zombies, it mutates them into horrible monsters. Use any
inspiration you can, from movies to video games.
The only real guideline that you should have is to not repeat any specific mutation. Every
monster should be unique, because the fear of the unknown is so effective. Get monster stats
from books or the internet and apply the undead template from the D20 Modern Core Book,
adding in nasty attacks or defenses for flavor. Get creative : a zombie created after a chemical
plant meltdown could spew acid or hazardous chemicals, a bodybuilder could turn into an
unstoppable giant hulk, or an infected mountain lion might mutate into a fanged nightmarish
killing machine with multiple rows of jagged teeth.
[edit] Bone Monster
Following is an example of a boss monster that a friend of mine used to great effect in his
zombie campaign. It is a nigh unkillable hulk covered in mutated bone growths. Parts of its head
were blown off as it was transforming, so head shots are ineffective against it in its current form.
Size/Type: Huge Undead

Hit Dice: 15d12 (127 hp)

Initiative: -2

Speed: 30ft

Armor Class: 18, touch 6, flat-footed 18 (+12 natural, -2 size, -2 DEX)

Base
+11/+30
Attack/Grapple:

Attack: +20 Melee slam (2d6+12 damage)

Full Attack: Two slams+20/+20 (2d6+12 damage)

Space/Reach: 15ftx15ft/10ft

Special Attacks: +1 Bonus to Damage against Humans

DR 3/Pointed (Spitzer) Bullets or Armor-Piercing Rounds, Undead


Special Qualities:
Immunities

Saves: Fort —, Ref 3, Will 6

Abilities: Str 33, Dex 7, Con —, Int 4, Wis 4, Cha 3

Skills: —

Feats: Toughness, Improved Toughness

Environment: Any populated area

Organization: single

Challenge Rating: 9
Treasure: —

Alignment: —

Advancement: By size

Level Adjustment: —

[edit] Combat
The Bone Monster uses its strength to crush and destroy anything that standing in between it and
the players. It is not smart enough to throw cars or other objects, but its partially destroyed head
can still hear gunshots from a distance. The Bone Monster's armored exterior is effective at
stopping pistol and shotgun fire. Pointed (spitzer) rounds typically used with rifles can penetrate
this armor. Armor-piercing rounds are also effective.

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