Worlds Numberless and Strange
Some varieties of zombies, despite their semblance to corpses, enjoy a regenerative process that keeps them active regardless of grievous wounds, rotting flesh, and sometimes missing limbs or organs. That same process kicks into overdrive in some zombies, converting everything they eat into additional mass and muscle. The result, a zombie hulk, is three times as massive as a regular zombie and five times as dangerous.
Motive: Hunger (for flesh, cerebrospinal fluid, certain human hormones, and so on)
Environment (Zed America | Weird Science, Magic, or Psionics): Almost anywhere, usually alone or in pairs
Health: 15
Damage Inflicted: Major wound (8 points)
Movement: Short
Modifications: Speed defense as level 3 due to size.
Combat: A zombie hulk bashes with massive, permanently balled fists stained with the gore of past victims.
Additionally, a zombie hulk can bite a victim. When it does so, it's almost impossible to force the hulk's jaws apart again. When a victim takes damage from a bite, she must also succeed on a Speed defense roll or one of her limbs is clamped in the hulk's mouth. The only way to get he hulk to release its grip is to destroy the creature. While the victim remains clamped in the hulk's mouth, she automatically takes damage each round, and the difficulty of attempts to get free is increased by one step.
If an attack would reduce the zombie hulk's health to 0, it does so only if the number rolled in the attack was an even number; otherwise, the zombie is reduced to 1 point of health instead. Hulks can see in the dark at long range.
Hulks are infectious.
Interaction: A zombie hulk may choose to smash a nearby structure instead of going straight oward food, but otherwise it is a typical mindless, unreasoning zombie.
Use: Those who can command zombies and similar creatures are likely to have a few zombie hulks around for muscle (figuratively and literally).
GM Intrusion: The character hit by the zombie hulk is grabbed. The difficulty of her Speed defense roll to avoid the hulk's bite is increased by one step until she gets free of its hold (or until it bites her). GM Intrusion: The zombie hulk’s hunting scream is redolent with toxic gas, and the character is dazed for one turn, or stunned for one turn if they fail a Might defense roll