Zombie of the Week: Wyrmwood

This truck runs on zombies. No zombies? No truck.

Add some horrific abilities to your zombie horde with extra Zombie options! This week, our unique zombie is is fire resistant on the outside, but flammable on the inside, continuing on the theme of ‘hot-bloodied’ zombies for the month – from the land down unda’ we have zombies from the 2015’s indie Wyrmwood

In a world where the dead rise, Wyrmwood tells the tale of a brother and sister in the Outback, trying to survive against a zombie onslaught. After being separated, brother Barry and friends suit up in their most protective athletic gear, strap up with as much ammo and firearms as possible and head out into a countryside overrun by the living dead.

Along the way the group encounters more than just zombies, fighting off marauding soldiers and crazed medical researchers hoping to cure (or control) the new plague. One key fact about the zombies that eventually gets revealed is they are highly resistant to flames, due to their blood and saliva being combustible. In a first, Wyrmwood zombies turn out to be useful as ‘fuel’ allowing the group to power their automobile with zombies.

In the film’s conclusion, Brooke, Barry’s sister develops the ability to mentally control zombies and takes revenge on the attackers who went after her brother and friends. So how can we add these biblical zombies to our game you ask? Well, simple, just give your zombie the following:

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Wyrmwood – Undead (CR: 2)

  • Updated Characteristics The zombie’s Intelligence becomes 8 as they retain more of their mental acuity than normal.
  • Immunities: The zombie gains Immunity to fire damage
  • Trait Options 

Flammable. Each time the zombie takes at least 1 point of slashing damage, it loses its Damage Immunity to fire until the start of its next turn. If the zombie takes at least 1 point of fire damage while its immunity to fire damage is suppressed, it bursts into flames the first time it takes any amount of fire damage and each creature within 5 ft. must make a DC 11 Dexterity saving throw, taking 3 (1d6) fire damage on a failed saving throw, or half as much damage on a successful one. Flammable Objects that aren’t being worn or carried in that area are ignited. A zombie in flames loses its Fire Immunity until the flames are extinguished.

Once a zombie bursts into flames, it takes 3 (1d6) fire damage at the start of its turn and each creature that starts their turn within 5 ft of the zombie must make a DC 11 Dexterity saving throw, taking 3 (1d6) fire damage on a failed saving throw, or half as much damage on a successful one.
This trait, and the zombie’s Fire Immunity is dormant when the zombie is not in an area sunlight.

Night Speed. When not in an area of sunlight, the zombie’s base walking speed becomes 40 feet.

Wyrmwood Virus. A humanoid infected with the virus is Poisoned until the disease is cured. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage. An infected target dies if it drops to 0 hit points, then rises 1d4 rounds later as a Wyrmwood zombie.

  • Attack Options 

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target Hit: 3 (1d4 + 1) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become infected with the Wyrmwood Virus.

Want a PDF of this? Fiendish and above patrons this week get this zombie and over 50 more PDFs part of the Horror Movie Monster Manual!

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References

Zombie of the Week is a bi-weekly (first & third Friday of the Month) feature that presents Horror Movie Zombie options, including new Traits, Attacks and Lore to add to your 5th Edition zombies. Each option comes with a recommended Challenge which denotes the suggested modified minimum CR rating for a zombie or undead that may be best suited for that particular option. DM discretion advised

 

 

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