FudgeSRD >Fantasy Fudge >

Wild Things (Fantasy Fudge Bestiary)

Here are some sample creatures for use with Fantasy Fudge. Feel free to tailor their descriptions and traits to fit your campaign world.

See Animal & Creature Examples for more sample creatures and tips on creating your own beasts for Fudge. Monster descriptions from other roleplaying games are usually easily converted to Fudge.

Basilisk

Attributes (individuals may vary):

Reasoning: Fair (animal)

Perception: Fair

Willpower: Fair

Strength: Poor

Agility: Fair

Health: Poor

Supernatural Powers

Venomous Breath

Scale: -10

Combat Skill: Poor Attacks: Bite, Breath (special attack)

Damage Factors (including Scale)

Offensive: -10 (melee)

Defensive: -10 (melee)

The basilisk, sometimes called the cockatrice by peasants, is a grayish serpent that grows to no more than two feet in length. It has white markings on its head that resemble a crown. Popular legend holds that the basilisk can kill with a mere glance, but this is untrue.

The basilisk’s danger lies in its venom. The venomous breath of a basilisk withers plants, scorches the earth and can kill any creature up to the size of an elephant.

In combat, a basilisk breathes a nearly invisible, cone-shaped cloud of venom that affects foes up to fifteen feet away. Any living creature caught in the cloud must make a Health roll at Great Difficulty or be immediately slain.

Basilisks are also dangerous in melee combat. Any blow that successfully damages the creature can cause the creature’s foul venom to pass up through the weapon and affect the wielder. Any time a Basilisk is struck with a melee weapon, the GM should roll a dF. On a roll of -1, the victim must make a Health roll as above or die.

A basilisk is created from an egg that is laid by a cockerel and then incubated by a toad in a dung heap.

Dragon

Attributes (individuals may vary):

Reasoning: Fair

Perception: Fair

Willpower: Fair

Strength: Fair (Scale +4)

Agility: Fair

Health: Fair

Gifts

Tough Hide (+2 Defensive Damage Factor)

  • Wings
  • Fiery Breath

Supernatural Powers (optional)

Magical Talent: Innate

Magical Talent: Scholarly Magic

Skills

Varies with individual; most Athletic, Knowledge, Magic, Scouting, and Social skills are possible.

Scale: +4

Combat Skill: Good

Attacks: Bite, Fiery Breath, Claws

Damage Factors (including Scale)

Offensive: +6 (Claws); +5 (Bite); +6 Breath (on a Situational Roll of Mediocre or worse, the target of Fiery Breath catches on fire for an additional +2 damage per combat round until extinguished). Add Strength bonuses to Claws and Bite.

Defensive: -6 (Scale and Tough Hide) Dragons are large intelligent reptiloids. Many are known for their vanity. The GM should feel free to customize dragons to taste.

Ghost

Attributes (Not Applicable)

Faults

Unholy (optional)

Supernatural Powers

Insubstantial (no physical attacks, can float through walls)

Cause Fear (may force characters to make Great Willpower checks to avoid being scared off.); Scale: n/a

Combat Skill: n/a Attacks: n/a Damage Factors (including Scale): n/a

Ghosts are the leftover psychic residue of someone who has perished. Generally speaking, there is no physical method of removing or harming them. Some ghosts can be put to rest if a special task is completed. Usually the completion of the task is what makes the spirit hang around after its original owner perished. Ghosts are generally resentful creatures and their deep emotional disturbance puts animals at unease.

Ghosts may be influenced, confined, banished, or released by various applications of Clerical Magic or Scholarly Magic (especially Shamanism or Necromancy).

Ghoul

Attributes (individuals may vary)

Reasoning: Poor

Perception: Good

Willpower: Fair

Strength: Good

Agility: Good

Health: Mediocre

Gifts

Tough Hide (+2 Defensive Damage Factor)

Damage Capacity Good (+1 Defensive Damage Factor)

Claws (+1 Offensive Damage Factor, Poisonous)

Skills

Ghouls retain the skills they had when human, but at a -1 penalty.

Scale: 0

Combat Skill: Good

Attacks: Bite, Claws

Damage Factors (including Scale)

Offensive: +2 (Bite), +2 (Claws) plus poison (see below)

Defensive: -3 (Tough Hide, Damage Capacity) Ghouls (also know as Ghouls and Raveners) are once human creatures whose minds have been destroyed.

They have grey, jellylike flesh, yellow fangs, and filthy, broken nails which infect their victims with a sinister toxin.

Ghouls usually inhabit underground lairs near graveyards and similar places, where a supply of their noxious “food” may be found. Ghouls usually travel in packs of 3-12, with the most powerful and intelligent member as a leader. Their usual prey is carrion, but they will attack living humans if driven to it by hunger or by a powerful master.

Ghouls attack with their claws and teeth in a mindless frenzy. The poison in their claws drains vitality. The victim must make a Health roll, difficulty level Fair, or lose one level of health per combat round. Victims reduced to below Terrible Health become stiff and helpless.

Any human succumbing to a ghoul attack will be taken to their lair and buried. This live internment, in addition to the ghoulish poison, deranges the mind and causes physical changes that result in the victim becoming a ghoul. If sufficiently hungry, the ghouls may simply devour the victim.

Ghouls can be turned by the Repel Undead Clerical Magic skill, difficulty level Good. The clerical Ward ability keeps ghouls completely at bay. A clerical Healing can neutralize the poison if a victim has not entirely become a ghoul.

Giant Worm

Attributes (individuals may vary)

Perception: Good

Strength: Good

Gifts

Tough Hide (+2 Defensive Damage Factor)

Tail Stinger (+2 Offensive Damage Factor)

Magic Resistance: Good

Skills: Not Applicable; Scale: +10 or more

Combat Skill: Mediocre Attacks: Swallow, or Stinging Tail

Damage Factors (including Scale)

Offensive: +12 or more (stinging tail)

Defensive: +12 or more (Tough Hide) +1 if attacking from inside, see below

These giant, carnivorous worms grow to be 1500 long.

They can bore through solid rock and are a menace to explorers in deep caverns.

A worm’s favorite attack is to stick its head out of a hole and swallow any creature of Scale 6 or less. Victims may attempt to dodge (Opposed Action, Victim’s Agility versus the worm’s Combat Skill). If the worm wins, the victim is swallowed.

A creature may attempt to attack a worm from the inside., difficulty level Terrible (any attack of Terrible or better has a chance of doing damage) and DDF +1.

There is little room to swing weapons. 15 points of cumulative damage done to the same area within the worm allows a victim to cut an escape hole, or might cause the worm to regurgitate.

Meanwhile, the victim is being digested. He or she takes a Scratch each combat round after being swallowed. If the victim has no Scratch boxes left, the Scratch will be a Hurt; if there are no Hurt boxes left on the victim’s wound track, the result will be Very Hurt, and so on until death.

If attacked from the rear, a giant worm will lash out with a bone-like stinger on its tail. It can do this the same round as attempting to swallow.

Goblin

Attributes (individuals may vary)

Reasoning: Mediocre

Perception: Fair

Willpower: Mediocre

Strength: Fair

Agility: Fair

Health: Fair

Gifts

Dark Vision

Toughness (+1 Defensive Damage Factor); Scale: -1

Combat Skill: Fair Attacks: By weapon

Damage Factors (including Scale)

Offensive: +1 (shortsword)

Defensive: +1 (leather armor) Goblins are short (40 tall), evil humanoids that are found in wild forests or mountainous areas. Goblins are tribal and matriarchal. A tribe will normally consist of between 50 and 200 individuals. The leader of the tribe is usually a female of prodigious size and foul temperament.

Goblins are not particularly fearsome opponents in battle unless they are backed by overwhelming numbers or led by a charismatic general. Goblin tribes go through periods of very high birth rates every 5-10 years. This results in periodic invasions of surrounding lands by hordes of goblins on the move due to overpopulation and starvation.

Goblins fear and hate dwarves, since dwarves often enslave them and put them to work in their mines. The average goblin is armed with a wicked-looking serrated short sword and protected by a patchwork of leather armor.

Great Weasel

Attributes (individuals may vary)

Reasoning: Fair (animal)

Perception: Good

Agility: Great

Speed: Superb Skills:

Move Quietly: Great

Scale: -5

Combat Skill: Superb Attacks: Bite and Claws

Damage Factors (including Scale)

Offensive: -3 (bite or claws)

Defensive: -5 Great weasels are 30 long with razor-sharp claws, needlelike teeth, lightning reflexes and a bad attitude. Giant rats are their preferred prey. Great Weasels may be tamed.

With their speed and ability to move quietly, great weasels can attack their prey without warning, gaining an Unopposed attack, Difficulty Fair in the first combat round. If a great weasel wins an attack with a relative degree of +4 or more, it has bitten a major blood vessel.

The victim will bleed to death in several minutes, unless first aid or healing is applied. The victim must make a Health roll (Difficulty Fair) every minute or bleed to death. GMs who allow NPCs to have Fudge points should give great weasels one point.

Hydra

Attributes (individuals may vary)

Reasoning: Fair

Perception: Great

Strength: Great

Agility: Good

Health: Fair

Supernatural Powers

Many Heads (usually 5)

Head Regeneration (see below); Scale: +8 (each head Scale +2)

Combat Skill: Good

Attacks: Bite (1 from each head)

Damage Factors (including Scale)

Offensive: +5 (bite)

Defensive: +2 (each head) or +8 (body) Its origins shrouded in mystery, the hydra is one of the most feared creatures. It appears as a large reptile, with many heads. Its regeneration makes it nearly unstoppable and its appetite is insatiable.

Each of a hydra’s head can attack independently. For combat purposes, treat each head as a scale +2 creature whose teeth do +5 damage due to sharpness and strength.

Any wound of Incapacitated or Near Death inflicted on a head severs it from its neck. A new head will regenerate to replace the lost one. If the hydra makes a Superb Health check, two heads are regenerated. The regeneration process takes 4 combat rounds. A Hurt or worse wound inflicted by fire will prevent regeneration. Magic weapons may have similar effects.

Hyeena

Attributes (individuals may vary)

Reasoning: Good (animal)

Perception: Good

Willpower: Fair

Strength: Good

Agility: Good

Health: Good

Gifts

Magical Defense (see below)

Toughness (+1 Defensive Damage Factor) Skills:

Mimicry Great (see below); Scale: +0

Combat Skill: Good

Attacks: Bite

Damage Factors (including Scale)

Offensive: +2 (sharp teeth)

Defensive: +1 (toughness) The hyeena is a horrible beast that resembles a large hound with a spiny ridge running along its back. It lives in tombs or catacombs and feeds on the dead. It will also dig up graves in the search for bodies. Some hyeenas stalk rural areas by night and prey on shepherds or late travelers.

The hyeena has an unusual magical defense. Any creature that treads on a hyeena’s shadow is immediately struck dumb and unable to speak. The effect lasts until the hyeena is killed or an hour has passed.

The hyeena also has an uncanny talent for imitating the human voice, and uses this trick to lure its prey into an ambush.

Alchemists prize the hyeena’s eyes because they can be distilled into small stones that can be used to foretell the future. An alchemist will pay a good fee for a pair of hyeena eyes if they are fresh or have been properly preserved in salt or strong alcohol.

Imp

Attributes (individuals may vary)

Reasoning: Good

Perception: Fair

Willpower: Mediocre

Strength: Mediocre to Good

Agility: Mediocre to Great

Health: Fair Supernormal Powers:

Magical Talent (Demonic Magic; see below)

Magical Toughness (+3 Defensive Damage Factor) Skills:

Demonic: Magic Great

GM may choose other skills appropriate to individual.

Scale: -3 or smaller

Combat Skill: Fair Attacks: Magic or bite

Damage Factors (including Scale)

Offensive: -2 (sharp teeth)

Defensive: +0 (magical toughness) (adjust Damage Factors for Scale if less than -3) Imps are small demonic entities, which are either summoned or sent to this plane to aid a sorcerer or priest in some evil scheme. Imps come in many shapes, from man-like to grotesque.

Imps are skilled in Demonic Magic, which works the same way Scholarly Magic does. Demonic Magic excels at magical feats that cause confusion and misery. Most imps have 5 magical power points, and can channel 1- or 2-point spells.

Medusa

Attributes (individuals may vary)

Reasoning: Fair

Perception: Fair

Willpower: Fair

Strength: Fair

Agility: Fair

Health: Fair Supernormal Powers:

Petrification (see below) Skills:

Assassination: Good

Scale: +0

Combat Skill: Good

Attacks: Bow

Damage Factors (including Scale)

Offensive: +2 (bow; add Strength bonus if any)

Defensive: +0 Medusae are cursed by gods. In ages past, the mother of all medusae compared her own beauty with that of the gods. For this, she and all her descendants were made so hideous, that any who saw them were turned to stone. (Any character who sees a medusa’s face must make a Willpower check at a Great Difficulty level, or turn to stone.) A medusa may attempt to take residence in an old villa or abandoned home. There, slowly but surely, a statue garden will begin to grow. The services of a hero may be needed to find a way of killing the poor creature. It has been rumored that when a medusa is slain, her victims return to the flesh.

Rathent

Attributes (individuals may vary)

Reasoning: Fair

Perception: Good

Willpower: Mediocre

Strength: Fair

Agility: Good

Health: Good

Gifts

Keen Senses (especially eyesight)

Quick Reflexes

1 in 10 Rathent possess a Magical Talent Gift (see below)

Faults

Cowardly

Damage Capacity Mediocre (-1 to DDF)

Jerk (Few Rathent have any regard for anything but themselves. This can translate in several ways.) Skills:

Setting Traps: Good

Ambush: Good

Move Quietly: Great

Athletic

Skills

Fair

Outdoor

Skills

Fair

Other skills as appropriate for individual; Scale: -1 to +0

Combat Skill: Fair to Great

Attacks: Claws or Weapon

Damage Factors (including Scale)

Offensive: +0 (claws) +1 to +3 (scavenged weapons) (adjust Offensive Damage Factors for Strength if needed)

Defensive: +0 (cobbled together armor)

Rathent are odd creatures, most likely the result of some magical hybridization gone awry. They resemble humanoid birds, with large, curved beaks and off- set eyes. Feathers cover their head, upper torso and arms. Their plumage is generally dark or mottled and unkempt and greasy. Many Rathent have hands ending talon-like claws. Most Rathent have human-like leg structure. Rare individuals will have bird-like legs or vestigial wings, and are generally regarded as gruk (retard or throwback). This is a reflection of cultural bias rather than actual ability or intelligence.

The structure of Rathent society is loosely tribal with the strongest or most cunning being the skwarka (chieftain).

The skwarka leads the tribe in battle and receives the most prestige and breeding privileges.

Rathent are extremely protective of their females, as they have a relatively low birthrate. Only one in five members of a typical Rathent tribe are female.

Rathent males serve as hunters and generally engage in banditry, thievery, and murder to eke out an existence.

They are cowardly scavengers by nature and will feed on carrion with glee when there is nothing better.

Most Rathent provide only for themselves, but offer tribute to the skwarka and his harem. Warriors that do not pay tribute regularly to the skwarka are either exiled or more likely killed.

Rathent may be encountered in semi-civilized areas on the outskirts of forests and mountains. Their villages are clusters of rude tree houses similar to nests in structure.

The skwarka’s nest is the largest and centrally located, and is built into the largest tree available.

Rathent have fair craftsmanship skills, but rarely produce anything of exceptional quality. Most of their weaponry is scavenged or stolen. When left to their own means they will produce javelins, war darts, and spears.

Rathent armor is usually cobbled together from bits and pieces scavenged in their raids.

Some Rathent have an innate talent for simple magic.

Clerical Magic and Hedge Magic is most common. Scholarly Magic (Elementalism or Necromancy) is also possible, but no Rathent will have more than one level of the Magical Talent: Scholarly Magic Gift. Rathents with Magical Talent are known as kuzkwa. Most are female.

All magically talented Rathent are sterile and considered sexless. Many are also albino. These Rathent serve as shamans and spiritual advisors.

Rathent spirituality is a grim affair centered around the malevolent figure Kzukwa-skwark (Old Lord Dread).

Homage is paid to this fearsome entity by murdering as many non-Rathent as possible. This ensures that the afterlife will be only moderately painful, rather than an eternity of anguish and torture.

Rathent have an irrational attraction to shiny objects, and will often quarrel over relatively useless objects that glitter.

Ratlings

Attributes (individuals may vary)

Reasoning: Mediocre

Perception: Fair

Willpower: Mediocre

Strength: Fair

Agility: Good

Health: Mediocre; Scale: -1 (or less)

Combat Skill: Fair Attacks: Claws or Bite

Damage Factors (including Scale)

Offensive: +0 (claws), +1 (bite)

Defensive: -1 Ratlings are small humanoid creatures whose head, claws and tail look like those of a rat. Their legs are also more ratlike than human. Ratlings have a low life expectancy due to disease resulting from poor living conditions.

Ratlings can speak as well as humans, and usually speak the local dominant language. Their claws are dexterous enough to allow a Ratling to use equipment made for humans.

Ratlings were created by a Grand Mage who later allowed his experiments to leave his laboratory. In the few years since their creation, the Ratlings have established themselves amid the slums and alleys of the city.

The GM may involve Ratlings in the city’s political scene if desired. Examples: The local ruler has placed a bounty on Ratling skins; Ratlings are active in the Thieves’ or Beggars’ Guilds; etc.

The GM may adjust Ratlings to be smaller and more ratlike, if she likes. Suggested Scale: -5 or less (remember to adjust Offensive and Defensive Damage Factors).

Restless Dead

Attributes (individuals may vary)

Reasoning: Poor

Perception: Fair

Willpower: n/a (mindless)

Strength: Fair

Agility: Good

Health: n/a (not alive)

Gifts

Immune to Mind Magic

Skeletal (Half damage from slashing weapons; piercing weapon damage is reduced to 1)

Unaffected by Sunlight (unlike many Undead)

Faults

Susceptible to Fire

Destroyed by running water (dispels animating magic)

Undead (can be banished, etc.); Scale: -2 to +2 (as when alive)

Combat Skill: Fair Attacks: Weapon

Damage Factors (including Scale)

Offensive: by weapon

Defensive: +2 (Light Armor and Shield) Time and time again, necromancers turn to dead humanoids when trying to inexpensively create tireless, fearless guardians. Corpses are versatile, readily available, and the once-living bones lend themselves well to enchantment. A lesser nether-spirit is bound to the dead bones, animating them and providing a rudimentary, malevolent intelligence. The resulting creatures need no sustenance, are infinitely patient, and obey the commands of their creators without question. They are often set to guard tombs, fortresses, and hiding places of all sorts.

The Restless Dead appear as piles of old bones scattered around the places they guard. They have no odor (prior to enchantment, the corpses are usually stripped of all flesh by being placed onto anthills or in maggot pits).

It takes a Perception roll of Great or above to detect the thin webwork of sigils covering the bones from any distance.

When anyone or anything comes near, the bones reassemble into malevolent, skeletal forms and spring into action.

Though not terribly strong, the Restless Dead are agile and tenacious. They are often equipped with rusty, patchwork armor (+1), shields (+1), and various weapons such as maces, swords, axes, and spears (+1 to +3).

Soldier, Professional

Attributes (individuals may vary)

Reasoning: Mediocre

Perception: Fair

Willpower: Fair

Strength: Good

Agility: Good

Health: Fair

Skills

(choose as appropriate to the individual)

Athletic

Skills

Fair{Good

Social

Skills

Mediocre{Good Gifts: (choose as appropriate to the individual)

Common soldierly Gifts include Danger Sense, Pain Tolerance, Quick Reflexes, Tough Hide, or Veteran.

Faults

(choose as appropriate to the individual)

Common soldierly Faults include Code of Honor, Compulsive Gambling, Duty, One Eye.

Scale: +0

Combat Skill: Good (Great

Attacks: by weapon

Damage Factors (including Scale)

Offensive: by weapon (add Strength bonus if applicable)

Defensive: by armor (add Tough Hide bonus if applicable) A professional soldier is a trained, well-equipped warrior.

This template may be used for town guards.

Soldiers usually have at least Good morale and discipline.

However, many only have Mediocre mental attributes.

A squad of soldiers is usually led by an officer with Good or better Combat and mental attributes.

Thug

Attributes (individuals may vary)

Reasoning: Mediocre

Perception: Fair

Willpower: Fair

Strength: Fair

Agility: Fair

Health: Fair

Skills

(choose as appropriate to the individual)

Athletic

Skills

Mediocre{Good

Social

Skills

Poor {Fair Gifts: (choose as appropriate to the individual)

Common Gifts for Thugs include Pain Tolerance, Resistant to Poison, and Tough Hide.

Faults

(choose as appropriate to the individual)

Common Faults for Thugs include Appearance, Outlaw, or Quick Tempered.

Scale: +0

Combat Skill: Mediocre{Fair Attacks: by weapon

Damage Factors (including Scale)

Offensive: -1 (fist), or by weapon (add Strength bonus if applicable)

Defensive: +1 (leather, or partial heavier armor) (add Tough Hide bonus if applicable) A Thug is an untrained, none-too-bright, poorly equipped person who may start trouble with PCs because of alcohol, testosterone, or commands from an arch-villain.

In any crowd of Thugs, there is at least one with an additional +1 or +2 Offensive Damage Factor due to unusual strength.

Troll

Attributes (individuals may vary)

Reasoning: Poor

Perception: Fair

Willpower: Fair

Strength: Great

Agility: Fair

Health: Great

Gifts

Toughness (+3 DDF)

Stench (-2 to opponents combat skills; see below); Scale: +3

Combat Skill: Good

Attacks: weapon or claws

Damage Factors (including Scale)

Offensive: +5 (claws), +8 (massive club)

Defensive: +8 Trolls are huge, loathsome creatures. Many are identified by the areas where they live. There are Hill Trolls, Swamp Trolls, Wood Trolls, and countless others.

The average troll stands well over 90 tall and usually wields a massive club. A troll’s presence is easily identified by the horrible stench that always accompanies them. They are carnivores and most are not terribly bright.

Anyone facing a Troll in melee combat must make a Good difficulty Willpower roll or suffer a -2 penalty to all combat skills for the duration of the combat, due to the creature’s overwhelming smell.

Wall Crawler

Attributes (individuals may vary)

Reasoning: Poor (animal)

Perception: Fair

Willpower: Poor

Strength: Poor

Agility: Good

Health: Poor

Gifts

Toxic Spines (see below); Scale: -6

Combat Skill: Mediocre Attacks: bite

Damage Factors (including Scale)

Offensive: -6

Defensive: -6

The wall crawler resembles nothing so much as a nightmarish cross between a giant centipede and a black, furry caterpillar. A wall crawler is usually 10 to 10 600 long and, except for its head, is completely covered with 600 long black spines. The crawler skitters along on sixteen feet that are equipped with an array of tiny hook-like protrusions.

These allow the creature to travel over almost any surface. It can traverse a cave ceiling or dungeon wall as easily as it does the ground.

Wall crawlers are found in dark places and fill the role of scavengers, devouring the dead and sometimes the dying. Wall crawlers rarely attack living creatures unless in defense or if the creature is badly injured. They are usually encountered in groups of 7{12 individuals.

In combat, a wall crawler can deliver a painful bite that sometimes becomes infected. Its real danger, however, lies in the spines that cover its body. These spines are sharp and can easily pierce cloth or the leather sole of a boot. The hollow spines contain a toxin that causes confusion and hallucinations. If an adventurer contacts a spine, he must make a Fair difficulty Health Roll. If he fails the roll, he will become confused and disoriented within minutes. For the next 2{4 hours he will be effectively incapacitated by hallucinations, unable to fight or find his way without assistance.

Zombie

Attributes (individuals may vary)

Reasoning: n/a (mindless)

Perception: Mediocre

Willpower: n/a (mindless)

Strength: Great

Agility: Poor

Health: Great

Supernatural Powers

Immune to Pain (no penalties due to wounds)

  • Immune to Fear

 

Tough (+2 to Defensive Damage Factor)

Faults

Vile Stench

Horrid Appearance

Disease Carriers (optional; see below); Scale: 0

Combat Skill: Poor Attacks: arm swing or drag down

Damage Factors (including Scale)

Offensive: +1 (unarmed, Strength bonus)

Defensive: +2 Zombies are walking corpses, with shreds of flesh still attached.

They are animated through evil magics (Necromancy, Sorcery, or some evil Clerical Magic) and obey the instructions of their creators. Zombies continue to decay, giving them a vile stench and a horrifying appearance.

They may also be disease carriers. The GM may require characters exposed to zombies to make a Health Roll (Difficulty Level Mediocre) to avoid contracting some suitably noxious disease.

Zombies have no initiative, relying on their master for instructions. Feeling no fear or pain, they make excellent shock troops. They are almost indestructible, requiring a Near Death result to “kill” them.

Zombies are unable to wield weapons. They attack with their hands and nails, pummeling their opponents with mindless intensity. They will attempt to surround and overwhelm difficult opponents.

Zombies are unintelligent (mindless), and so have no speech, skills, etc., although they may moan while attacking.

They may be repelled with the Repel Undead Clerical Magic skill (Difficulty Level Mediocre).

Zombies usually inhabit cemeteries, abandoned churches, necromancers’ strongholds, or temples to evil gods.

Zuvembie

Attributes (individuals may vary)

Reasoning: Mediocre

Perception: Fair

Willpower: Fair

Strength: Great

Agility: Mediocre

Health: Mediocre

Skills

As when alive, but 2 levels lower

Supernatural Powers

Immune to Pain (no penalties due to wounds)

Immune to Fear

Tough (+2 to Defensive Damage Factor)

Faults

Horrid Appearance; Scale: 0

Combat Skill: Good

Attacks: Bony hands, or weapon

Damage Factors (including Scale)

Offensive: +2 (unarmed) or by weapon

Defensive: +2 An evil priest, sorcerer, or necromancer can create a Zuvembie by draining the life force from a man-sized humanoid creature via arcane magics and poisons. A Zuvembie’s flesh becomes hard and its skin leathery as a result of the process, and Zuvembie bodies do not show the decay of true zombies. They retain some intelligence, unlike zombies, and can understand relatively complex instructions. They wield weapons (albeit clumsily), and may retain some of the skills they maintained in life, but reduced by 2 levels.

As with zombies, Zuvembies are immune to pain and require a Near Death result to “kill” them.

Zuvembies usually inhabit their creators’ residence.

They may be Repelled with Great difficulty.