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Seven deadly days of zombies: Introduction

Zombies are a popular horror trope, but their origins vary to suit the purposes of the author's plot. Drawing on the seven deadly sins, this series of articles provides a possible framework to categorize zombies by the sins they were most guilty of in life.

Reanimation of a corpse has long been associated with the unquiet dead, ranging from the state of their burial to unfinished business to a form of damnation. So if zombies are damned, what sin damned them?

"When there's no more room in hell, the dead will walk the earth." --Dawn of the Dead (1978)

The Seven Deadly Sins evolved over time into the vices we know today: lust, gluttony, greed, sloth, wrath, envy, and pride.  This list was formally codified in 590 AD by Pope Gregory I. Dante Aligheri formalized the association of sins and their punishments in his poem, The Divine Comedy.

This series will explore each sin and the zombies they produce.  For the purposes of d20 game statistics, use the base template below.

Creating A Zombie

"Zombie" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the animate dead spell.

Armor Class: Natural armor bonus increases by a number based on the zombie’s size:

Zombie Size Natural Armor Bonus
Tiny or smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11

Base Attack: A zombie has a base attack bonus equal to ½ its Hit Dice.

Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.

Zombie Size Slam Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

 

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.)

Special Attacks: A zombie retains none of the base creature’s special attacks.

Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.

Damage Reduction (Ex): A zombie has damage reduction 5/slashing. Zombies are lumbering masses of flesh.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.

Environment: Any land and underground.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice Challenge Rating
½ 1/8
1 ¼
2 ½
4 1
6 2
8-10 3
12-14 4
15-16 5
18-20 6

 

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment:

For more info: See the various incarnations of the zombie, including the sloth, glutton, wrath, envy, greedy, lust and pride zombie entries.
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RPG Examiner

Michael "Talien" Tresca is a game designer, author, communicator, and artist. Michael has authored numerous supplements and adventures for...

Comments

  • Popyclypse Hero - Zombie Examiner 2 years ago
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    Preparing for the Zombiclypse one roll at a time. Good one, Mike.

    Neutral evil indeed.

    Stay fearful and vigilant

  • Richard 2 years ago
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    Very nice. It would be interesting to see how this works with a modern list of the 7 deadly sins:
    1. Genetic modification
    2. Human experimentations
    3. Polluting the environment
    4. Social injustice
    5. Causing poverty
    6. Financial gluttony
    7. Taking drugs

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