Tag Archives: undead

Zombees

Zombees

Or Does It Work Better As Zom-Bees?

Not Sure.

OK, let me get this out of the way early: I am 99.99% sure that I am not the first person to stumble on this particular horrid pun and make a monster out of it. I am likewise certain that the interpretation of the pun leads to a fairly narrow band of mechanics, and most such other creations will be similar to mine. I have never claimed an excess of originality. All I can offer is that I have not, recently, directly researched, looked up, or copied any existing creatures by this name; if I encountered them in the past and it’s been festering in my subconscious for years or decades, I don’t know. Almost by definition, if I go and look through my ridiculously large collection of RPG materials (seriously, I’ve got over 3000 books cataloged, and that doesn’t include magazines like Dragon and Space Gamer) to see if I’ve read this before, I’ll corrupt my chance to create the critter based on my current inspiration. So what you get is “original” in the sense I am not consciously copying, imitating, or reimagining a specific implementation of the idea. The idea is surely not original (I may have hit on it on my own, but as I said, surely others have, or, I may have read it a long time ago and it just re-bubbled to the surface of my mind), and the odds are good I will not have a particularly unique spin on the idea.

So my introduction is ~250 words telling you, the reader, you’re about to encounter unoriginal and derivative material. I really need to work on my marketing skills.

Anyway… zombees. Or zom-bees. Still can’t decide.


Zombees (CR3, XP 800)

The buzzing sound is discordant, setting your teeth on edge. Then the swarm becomes visible, a grey cloud of tiny, rotting, bodies.
NE Diminutive Undead (Swarm)
Init +0; Senses darkvision 60 ft, scent; Perception +1

Defense
AC 14 (+4 size), touch 14, flat-footed 14
hp 34 (4d12+8)
Fort +6, Ref +6, Will +1
Defensive Abilities swarm traits, immune (weapon damage)

Offense
Speed 10 ft., fly 40 ft (average)
Melee swarm (1d6 + distraction)
Special Attack consume, create spawn, defoliate

Base Statistics
Str 2, Dex 14, Con –, Int –, Wis 12, Cha 14
Base Atk +4; CMB –; CMD
Feats ability focus (distraction)

Consume (Ex) : Against helpless or nauseated targets, the zombees do 2d6 damage.
Create Spawn (Su): Any creature killed by zombees rises as a beehive zombie (see below) in 1d4 days. Such spawn are not controlled by the original swarm in any way.
Defoliate (Su): The zombees do double damage to plants — including normal, inanimate, crops and flowers. A zombee swarm can transform a fertile field into mounds of rotting vegetation in but a few hours. As such, the sighting of a swarm will inspire many farming communities to collect what little coin they may have in order to lure a few adventurers into the fray.

Ecology
Environment any non-arctic, non-aquatic, non-desert
Organization
solitary, pair, comb (3–6 swarms), colony (7–12 swarms)
Treasure
none

Negative energy tends to seep into the world. The plants and flowers around haunted or accursed places, such as profaned graveyards and the sites of particularly heinous battles involving undead or necromancy, can absorb traces of this energy… which can then pass into the creatures that feed on them. One particular manifestation is the undead bee swarm, sometimes referred to be the more grim-humored of sages as “zombees”. (Despite the name, they are not actually zombies for game purposes and any abilities specifically targeting zombies are not effective. Likewise, they are considered to be undead, not vermin.)

Design Notes

I used the Backer’s Preview of the Talented Bestiary from Rogue Genius Games to stat out the zombees. As such, it may differ in small ways from one built with the core PF rules.

Beehive Zombie

The shambling thing is clearly undead… but the cloud of buzzing insects surrounding the rotting flesh are not flies, and from the gaping wounds in its body drips a pallid yellowish muck.

Beehive Zombie    CR 1
XP 400
Beehive zombie
NE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +1
Aura stinging aura (DC 12)


Defense


AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 16 (3d8+3)
Fort +2, Ref +2, Will +4
Immune undead traits


Offense


Speed 30 ft.
Melee unarmed strike +5 (1d3+3 nonlethal) or
slam +5 (1d6+4)


Statistics


Str 16, Dex 12, Con —, Int —, Wis 12, Cha 12
Base Atk +2; CMB +5; CMD 16
SQ sticky innards


Special Abilities


Sticky Innards (DC 12) (Su) The body of a beehive zombie is filled with a foul mockery of honey. Any creature scoring a successful melee attack must make a DC 12 Reflex save or be entangled by a spray of gloppy zombie-syrup. The DC to escape from the entangle is 12. This save is CHA-based.
Stinging Aura (DC 12) (Su) Any creature adjacent to the beehive zombie at the start of their turn must make a Fortitude save (DC 12) or be sickened for one round. This save is CHA-based.
Undead Traits Undead have many immunities.


Ecology


Environment any non-arctic, non-aquatic, non-desert
Organization
solitary, pair, plague (3-5), hive (6-10)
Treasure
incidental

Beehive zombies are created when a humanoid is killed by zombee swarm. They look much like other zombies, except that they have tumor-like growths on their bodies which are small beehives (filled with undead bees, of course), and they continually bleed a yellowish “honey” that is indescribably foul-smelling. (Anyone stupid enough to consume it will take 1d6 damage and be nauseated for 1d6 rounds. It loses potency 4 rounds after being removed from the creature, crystallizing into dust. Depraved necromancers and certain perverse chefs might pay up to 5 gold pieces for a pouch of this dust.)

Within a week after spawning, a beehive zombie will collapse and then explode, creating a new zombee swarm.

Design Notes

This one I did w/Hero Lab.

Ghosts, Spectres, Wights

So there’s a new article over on WOTC about the art for undead. I had some comments to make, and I’m feeling egotistical enough that I think they might be interesting reading. (If you don’t click the link, the writing below won’t make a lot of sense.)

The ghost as shown looks hostile and not particularly human (living). It doesn’t fit the description. I’d prefer something with more detail and color — albeit faded and washed out — and just a hint of transparency. When we say someone looks “haunted” or has a “haunting expression”, it tends to imply sadness, distance, melancholy, a sense of a mood of loss and wasting. I see ghosts as fragments of source code left executing when the program has crashed, stuck in a loop, unable to get outside the boundaries of their mind (and a physical location as well). If pushed too hard (by overly inquisitive PCs), their sad loss becomes maddened rage, and they attack, with the damage they do physical or metaphysical based on various factors.

If specters are the victims of violent death, each should show clear signs of it — a perpetually bleeding wound, hideous burns, etc. They may “shift” over time, morphing from a seemingly healthy, but translucent, figure that resembles them before the incident, to a “freshly mutilated corpse” that shows them at the time of their death.

Wights should be, in my mind, those tied to the world by material things (as opposed to ghosts, who are tied by psychological things). You know how “you can’t take it with you”? Wights wouldn’t leave it behind. They are bound to the wealth in their tombs, and their appearance should be that of once-luxurious clothing, weapons, or armor, in rags.

I do not consider any of the art here exceptionally strong or evocative (sorry…), and the key weakness is the same — they’re all impersonal. Becoming a ghost, specter, or wight requires an emotion so strong that it is literally more powerful than death. This can be broadly categorized (personal loss, violent death, greed), but it will still manifest uniquely in each person. We should be able to tell a story about a ghost from seeing her picture. We should be able to imagine what she lost or why binds her here.

For the specter, the same thing — we ought to know how he died, and his clothing, gear, etc might give clues to what caused someone to kill him so violently (or it might not he could be the innocent victim of a madman — but that’s a story hook, too.). For the wight, again — we should see “That was a rich merchant; that was an arrogant noblewoman.” Make them people — dead people, but people who, in life had something so important to them that it allowed them to give the finger to Death.