KING
Swarm of Zombies

Swarm of Zombies

Undead · Crown of Despair

T2d6Minor

Shambling masses of rotting corpses, swarms of zombies overwhelm through sheer numbers, crushing victims under decaying weight.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 8  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC88 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind4--
Sense8--
Heart10--
Cunning6--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Swarm

Occupies a 20 ft space and can share other creatures' spaces. Moves 20 ft and takes no reactions. Resistant to bludgeoning, piercing, and slashing damage; cannot be grabbed, knocked prone, restrained, or stunned.

Passive

Mindless Dead

Immune to poison, charmed, and frightened; does not flee at 0 Vigor and fights until destroyed. Vulnerable to fire damage.

Maneuvers

Maneuver

Grasping Hands

Each creature in the swarm's space makes a Body save (DC 13) or takes 2 damage and is grabbed; on a success, it takes 1 Vigor damage.

Maneuver

Drag Under

Each grabbed creature makes a Body save (DC 13) or is pulled prone and restrained beneath the pile until it escapes.

Tactics

GM tactics

Advances slowly but relentlessly. Engulfs victims in a tide of corpses. Uses Drag Under to immobilize, then crushes what it has pinned with Grasping Hands. Fire disperses the swarm but doesn't destroy it. Radiant damage is most effective.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.