Hey all. I probably should have posted on whatever introduction thread is here first, but... uhh... I'll do that... soon... yeah...
Anyhow, my family is present for the holidays (yay), and my little brother wants to play some D20 (be it D&D3.5 or D20Modern). Particularly he wants to play a zombie survival campaign, so I thought I'd humor him.
In the middle of statting my own second special type zombie, The Zombie Hunters came to mind. Since I hadn't done much yet anyway, I decided to put my own creations on the back burner and take a shot at the zombie types from this comic.
Disclaimers: Some creative liberties have been taken on the Zombies we've yet to see (or see enough of), but all in all I tried my best to stay as close as possible to their descriptions and in-comic portrayals.
A lot of you who already play D20M/D&D3.5 will notice that I did not mention or use the Undead creature type anywhere in the templates. This is because I felt several things the Undead Creature type grants are not consistent with this comic (IE: Immunity to Critical Hits, same Save and BAB progressions for all undead creatures, etc...) If you'd like to correct me on this, please do so. I'm always open to critiques/(nice)arguments on my work.
And of course, the Zombie types aren't mine. They belong to Jenny Romanchuk (Duh. Okay, in all honesty, this part of the disclaimer is mostly for if I copy/pasta this on another forum.) I would like to know if anyone uses these templates or modified versions of them in their games, though.

Since the zombies share a lot of traits, there's quite a bit of copy/pasta going on in this post. If you see a name in the wrong place, or an ability you don't think should be attached to a particular zombie, please tell me about it.
LEGEND?If enough people who don't already play D&D or D20Modern show interest in this thread, I'll probably post a legend to make things a bit easier to understand.
Statblocks for example zombies will come later, hopefully. For now, I hope you guys enjoy. ^_^
Crawler TemplateCrawlers lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's.
Speed: As base creature -10.
Ability Scores: Strength +2, Dexterity -4, Constitution +4 Intelligence (Becomes 3), Wisdom -2, Charisma -4
Base Attack Bonus Progression: 1/2
Base Saves: All poor.
Special Qualities:-
Move or Attack only: Crawlers can only move or attack on their initiative, but not both. The only exception is that a Crawler can charge, but it only moves its normal speed instead of twice its normal speed.
Natural Attacks Only. Crawlers gain a claw attack dealing slashing damage, and a bite attack dealing piercing damage, each according to the original creature's size (humans gain a 1d4+str claw attack, and a 1d6+str bite). Crawlers cannot use manufactured or improvised weaponry.
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Infected(2): Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC20+zombie's HD) or become infected with Virus(1). A creature infected with Virus(1) suffers no ill effects while living, other than that it gains the Infected(1) property. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using the table at the end of this article. Any creature dealt damage by a zombie's bite attack must make a fortitude save (DC=30+creature's HD) or become infected with Virus(2). A creature infected this way takes 1d4 constitution damage every hour. When the creature dies, it will rise as one of the seven types of zombie in 1d4+1 minutes.
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Mob Grapple: The Crawler counts as ½ a combatant in a grapple when grappling with other crawlers.
Special: Any creature with 6HD or more cannot become a crawler. If Crawler is rolled on the turning table (haha...), reroll until another type is chosen.
Feats: All Zombies gain the Toughness feat.
CR: As base creature.
Basilisk TemplateBasilisks lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's.
Speed: As base creature -10.
Ability Scores: Strength +2, Dexterity -4, Constitution +4, Intelligence -4, Wisdom -2, +4 Charisma
Base Attack Bonus Progression: 3/4
Base Saves: Poor Fort, Poor Ref, Good Will.
Special Qualities:-
Move or Attack only: Basilisks can only move or attack on their initiative, but not both. The only exception is that a Basilisk can charge, but it only moves its normal speed instead of twice its normal speed.
Natural Attacks Only: Basilisks gain a claw attack dealing slashing damage, and a bite attack dealing piercing damage, each according to the original creature's size (humans gain a 1d4+str claw attack, and a 1d6+str bite). Basilisks cannot use manufactured or improvised weaponry.
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Infected(2): Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC20+zombie's HD) or become infected with Virus(1). A creature infected with Virus(1) suffers no ill effects while living, other than that it gains the Infected(1) property. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using the table at the end of this article. Any creature dealt damage by a zombie's bite attack must make a fortitude save (DC=30+creature's HD) or become infected with Virus(2). A creature infected this way takes 1d4 constitution damage every hour. When the creature dies, it will rise as one of the seven types of zombie in 1d4+1 minutes.
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Basilisk Gaze: Once per round, as an attack action, a Basilisk can make a gaze attack against a single target within 30ft. This target must make a will save (DC15+Charisma modifier+HD) or become paralyzed for 15+1d6 minutes. Once able to move again, the creature is nauseated for 1 minute, then shaken for the rest of the day
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Blend In: Until it uses its gaze attack, a Basilisk is utterly indistinguishable from a Crawler.
Feats: All zombies gain the Toughness feat.
CR: As base creature +3
BerserkerBerserkers lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's. Creature gains 4HD
Speed: As base creature +20.
Ability Scores: Strength +4, Constitution +6, Intelligence -2, +4 Charisma
Base Attack Bonus Progression: 1
Base Saves: Good Fort, Good Ref, Poor Will.
Special Qualities:-
Natural Attacks: Berserkers gain a claw attack dealing slashing damage, a bite attack dealing piercing damage, and a slam attack dealing bludgeoning damage, each according to the original creature's size (humans gain a 1d4+str claw attack, a 1d6+str bite, and a 1d6+str slam).
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Infected(2): Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC20+zombie's HD) or become infected with Virus(1). A creature infected with Virus(1) suffers no ill effects while living, other than that it gains the Infected(1) property. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using the table at the end of this article. Any creature dealt damage by a zombie's bite attack must make a fortitude save (DC=30+creature's HD) or become infected with Virus(2). A creature infected this way takes 1d4 constitution damage every hour. When the creature dies, it will rise as one of the seven types of zombie in 1d4+1 minutes.
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Berserker Rage: A number of times per day equal to ¼ its HD, a Berserker may go... well... berserk. When it does, it gains a bonus to strength and constitution depending on its HD. (6-10=+4, 11-14=+6, 15-18=+8, 19-20=Why are you fighting a 20th level berserker? You poor, insane person...) for a number of rounds equal to its constitution modifier.
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Frightful Presence: Berserker's inspire fear in all living beings, causing them to perform in a less than optimal fashion as long as they are near the Berserker. When a berserker comes within 30ft of a creature, that creature must make a will save (DC=5+HD+Charisma modifier) or become shaken. If a creature was already shaken and fails, it becomes frightened. This ability can only apply once per battle per creature.
Special: Characters under 6HD, and characters with a Constitution score of less than 10 cannot become Berserkers. If Berserker is rolled on the turning table, reroll until another creature is selected.
Feats: All zombies gain the Toughness feat. Beserkers also gain the Run feat.
CR: As base creature +7
Howler TemplateHowlers lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's.
Speed: As base creature -10.
Ability Scores: Strength +2, Dexterity -4, Constitution +4, Intelligence -4, Wisdom -2, +6 Charisma
Base Attack Bonus Progression: 3/4
Base Saves: Poor Fort, Poor Ref, Good Will.
Special Qualities:-
Move or Attack only: Howlers can only move or attack on their initiative, but not both. The only exception is that a Howler can charge, but it only moves its normal speed instead of twice its normal speed.
Natural Attacks Only: Howlers gain a claw attack dealing slashing damage, and a bite attack dealing piercing damage, each according to the original creature's size (humans gain a 1d4+str claw attack, and a 1d6+str bite). Howlers cannot use manufactured or improvised weaponry.
- Infected(2): Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC20+zombie's HD) or become infected with Virus(1). A creature infected with Virus(1) suffers no ill effects while living, other than that it gains the Infected(1) property. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using the table at the end of this article. Any creature dealt damage by a zombie's bite attack must make a fortitude save (DC=30+creature's HD) or become infected with Virus(2). A creature infected this way takes 1d4 constitution damage every hour. When the creature dies, it will rise as one of the seven types of zombie in 1d4+1 minutes.
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Howler's Cry: As a full-round action, a Howler can emit a deadly sonic wave. Creatures within 30ft must make a fortitude save (DC=10+HD+Charisma modifier) or become shaken. Creatures within 20ft who fail the save become nauseated. Creatures within 10ft take 1d4x(HD) sonic damage (which is halved if they successfully saved). This special attack can be used once every 3+1d4 rounds.
Feats: All zombies gain the Toughness feat.
Skills: A Berserker gains 2 skill points, plus any skill points granted by its intelligence modifier. It cannot gain less than 1 skill point per level.
Its class skills are as follows: Balance, Bluff, Climb, Intimidate, Jump, Listen, Spot, and Survival.
CR: As base creature +3
HunterHunters lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's.
Speed: As base creature +10.
Ability Scores: Strength +2, Dexterity +4, Constitution +4, Intelligence -4, Wisdom +4 Charisma -4
Base Attack Bonus Progression: 1
Base Saves: Good Fort, Good Ref, Poor Will.
Special Qualities:-
Natural Attacks: Hunters gain a claw attack dealing slashing damage, a bite attack dealing piercing damage, and a slam attack dealing bludgeoning damage, each according to the original creature's size (humans gain a 1d4+str claw attack, a 1d6+str bite, and a 1d6+str slam).
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Infected(2): Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC20+zombie's HD) or become infected with Virus(1). A creature infected with Virus(1) suffers no ill effects while living, other than that it gains the Infected(1) property. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using the table at the end of this article. Any creature dealt damage by a zombie's bite attack must make a fortitude save (DC=30+creature's HD) or become infected with Virus(2). A creature infected this way takes 1d4 constitution damage every hour. When the creature dies, it will rise as one of the seven types of zombie in 1d4+1 minutes.
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Scent: A Hunter can track creatures by scent. Whenever a Hunter tracks a creature while using its scent, it gains a +4 to the Survival check. In addition, it can spend a full-round action to become aware of all creatures within 30ft of itself (in still air. If there is wind, shift its range upwind 15ft) .
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Pounce: A hunter can make a full-round attack at the end of a charge.
Feats: All zombies gain the Toughness feat. Hunters also gain the Track feat.
Skills: A Hunter gains 2 skill points, plus any skill points granted by its intelligence modifier. It cannot gain less than 1 skill point per level.
Its class skills are as follows: Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, and Survival.
CR: As base creature +4
MercyMercies lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's.
Speed: As base creature -10.
Ability Scores: Strength +8, Dexterity +2, Constitution +4, Intelligence -4, Wisdom +2, -2 Charisma
Base Attack Bonus Progression: 1
Base Saves: Poor Fort, Good Ref, Good Will.
Special Qualities:-
Natural Attacks: Mercies gain a claw attack dealing slashing damage, a bite attack dealing piercing damage, and a slam attack dealing bludgeoning damage, each according to the original creature's size (humans gain two 1d4+str claw attacks, a 1d6+str bite, and a 1d6+str slam).
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Infected(2): Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC20+zombie's HD) or become infected with Virus(1). A creature infected with Virus(1) suffers no ill effects while living, other than that it gains the Infected(1) property. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using the table at the end of this article. Any creature dealt damage by a zombie's bite attack must make a fortitude save (DC=30+creature's HD) or become infected with Virus(2). A creature infected this way takes 1d4 constitution damage every hour. When the creature dies, it will rise as one of the seven types of zombie in 1d4+1 minutes.
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Detect Illness: A Mercy instinctively knows the direction of the nearest dying creature.
Feats: All zombies gain the Toughness feat. Mercies also gain the Track feat and the Improved Grappling feat.
Skills: A Mercy gains 2 skill points, plus any skill points granted by its intelligence modifier. It cannot gain less than 1 skill point per level.
Its class skills are as follows: Climb, Listen, Spot, Treat Injury (only used to classify targets), and Survival.
CR: As base creature +4
Spitter templateSpitters lose all class abilities, skills, and feats they possessed in life.
HD: All hit die the base creature possessed turn into D12's.
Speed: As base creature -10.
Ability Scores: Strength +2, Constitution +4, Intelligence -4, Wisdom -2, -6 Charisma
Base Attack Bonus Progression: 3/4
Special Qualities:- Move or Attack only: Spitters can only move or attack on their initiative, but not both. The only exception is that a Spitter can charge, but it only moves its normal speed instead of twice its normal speed.
Natural Attacks Only: Spitters gain a claw attack dealing slashing damage, and a bite attack dealing piercing damage, each according to the original creature's size (humans gain two 1d4+str claw attacks, and a 1d6+str bite). Spitters cannot use manufactured or improvised weaponry.
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Infected(2): Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC20+zombie's HD) or become infected with Virus(1). A creature infected with Virus(1) suffers no ill effects while living, other than that it gains the Infected(1) property. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using the table at the end of this article. Any creature dealt damage by a zombie's bite attack must make a fortitude save (DC=30+creature's HD) or become infected with Virus(2). A creature infected this way takes 1d4 constitution damage every hour. When the creature dies, it will rise as one of the seven types of zombie in 1d4+1 minutes.
Acidic Shot: Once every 1d4 rounds, a Spitter can fire a short burst of bile with a range increment of 20ft. This is a ranged touch attack, and deals 2d6 acid damage upon a successful hit. This attack can infect a creature as though the Spitter has bitten it.
Acidic Douse: Once every 1d4 rounds, a Spitter can make attempt to drench a creature within 10ft of it in its digestive fluids. This attack deals 10d6 acid damage upon a successful hit. This attack can infect a creature as though the Spitter has bitten it.
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Lesser Blend In: Until it spits, a Spitter difficult to distinguish from a Crawler. All spot checks against a Spitter in crowd of Crawlers take a -4.
Feats: All zombies gain the Toughness feat.
CR: As base creature +3
Infected Human TemplateAs Norman humans except for the quality below:
Infected(1): Any creature that makes blood contact with a creature (IE: Dealing damage with a slashing or stabbing weapon, shooting the infected creature while adjacent to it) with this property must make a fortitude save (DC=20+creature's HD) or become infected with The Virus(1). An infected creature suffers no ill effects while living, other than that it gains the Infected(1) property itself. An Infected(1) creature that dies will become one of the seven types of zombie; whichever zombie is determined using the table at the end of this article.
Turning TableBelow is the table used to determine what type of zombie an infected character becomes after death Roll a D% to determine which type.
Crawler - 1%-79%
Basilisk - 80-83%
Howler - 84-87%
Spitter - 88-91%
Hunter - 92-95%
Mercy - 96-99%
Berserker - 100.00%