ZOMBIE REACHER 4 (12)

The Strange Bestiary

A zombie reacher can control its limbs even if those limbs are detached and scattered. Reachers can be created intentionally or can spontaneously generate when a normal zombie's limbs are severed and the curse or psychic power of animation overcomes the setback.

Zombie reachers are somewhat intelligent, at least when compared to baseline zombies, and have the patience to lie in wait to ambush potential prey.

Motive: Hunger (for flesh, cerebrospinal fluid, certain human hormones, and so on)

Environment (Weird Science, Magic, or Psionics):Almost anywhere, usually alone or in pairs

Health: 15

Damage Inflicted: Moderate wound (4 points)

Movement: Short

Modifications: Speed defense as level 3.

Combat: Though a reacher can bite or claw a victim like a regular zombie, its preferred attack is a longrange "grab" with its telekinetically animate hands. A victim takes damage from each successful attack and, worse, finds that the hand or hands have clamped on tight.

A clamped hand doesn't restrict the victim in any way, but if he doesn't remove it before the reacher's next turn (requiring a Might-based roll to pry it loose, or dealing it 6 points), he automatically takes damage and must succeed on a Might defense roll or be dragged or lifted to the zombie reacher's location, which could be on a roof, across a chasm, or in another location where allies might find it difficult to follow. A zombie reacher whose hands are occupied or destroyed can still bite.

If an attack would reduce the zombie reacher'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.

Zombie reachers can see in the dark at long range.

Some reachers have additional qualities related to how they were created and how likely they are to spread their condition.

Interaction: Zombie reachers have the intelligence of predatory animals. Sometimes, they're caught and conditioned by necromancers to serve as (somewhat unreliable) guards. Use: The withered hand in the box is a family curiosity, always knocking about and grabbing at whoever opens the lid. But it's connected to a zombie reacher that has been tracking down its lost hand for a generation.

GM Intrusion: The character is attacked by a zombie reacher that is much farther than long range away, possibly even up to a mile.