Non-Human Zombies and Mummies:
Zombie and Mummy Elves, Dwarves, Goblins, Hob-Goblins, Kobolds, Orcs, are considered human for the purposes here and have all the standard hit points, abilities, and weaknesses.
Mummies:
As with normal mummies, the only way to stop a mummy is to: First; Trap, imprison or immobilize it. Second; Blow it to bits, or Third; Burn it up. Note: Magic is present in both the dead body and the linen wrappings. If the wrappings are destroyed, normal fire does double damage and magic fire will do quadruple damage to the corpse. Even sunlight will inflict 3D6 points of damage per melee round of exposure to a mummy without its wrappings.
Impervious to horror factor, phobias, fear magic and most psionics (including empathy, telepathy, and bio-manipulation). It is afraid only of fire; small fires/torches have a horror factor of 7, a man-sized fire has a horror factor of 13 and larger fires 16! A typical torch will do 2D4 damage to a mummy when it is used as a flaming club; magic fire does double damage. The mummy is impervious to cold, heat, fatigue, normal weapons, punches and kick attacks.
Mummy Ogre:
Attributes of Note: I.Q. 4, P.S. 25, P.P. 10, P.E. 20, P.B.
2, Spd 7.
Horror Factor: 10
Hit points/S.D.C. of the Corpse: 100, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 80; A.R. 10. Mummies can also be
dressed in body armor.
Attacks per melee round: Three
Damage: 2D4+10 damage for claw attacks. Can be given hand-held
weapons like swords and clubs (add +10 for strength bonus.) They are not
capable of shooting a bow and arrow, cross bows or using a sling or equipment.
Bite inflicts 2D4 but no strength bonus.
Bonuses: +1 to strike and parry; no dodge or initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Mummy Troll:
Attributes of Note: I.Q. 4, P.S. 30, P.P. 10, P.E. 24, P.B.
2, Spd 5.
Horror Factor: 12
Hit points/S.D.C. of the Corpse: 120, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 100; A.R. 10. Mummies can also be
dressed in body armor.
Attacks per melee round: Four
Damage: 2D4+15 damage for claw attacks. Can be given hand-held
weapons like swords and clubs (add +15 for strength bonus and troll sized
weapon have increased damage by 1D6.) They are not capable of shooting
a bow and arrow, cross bows or using a sling or equipment. Bite inflicts
2D4 but no strength bonus.
Bonuses: +1 to strike and parry; no dodge or initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Mummy Wolfen:
Attributes of Note: I.Q. 4, P.S. 23, P.P. 10, P.E. 20, P.B.
2, Spd 7.
Horror Factor: 12
Hit points/S.D.C. of the Corpse: 100, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 80; A.R. 10. Mummies can also be
dressed in body armor.
Attacks per melee round: Three
Damage: 2D4+8 damage for claw attacks and kick inflicts 2D6+8.
Can be given hand-held weapons like swords and clubs (add +8 for strength
bonus.) They are not capable of shooting a bow and arrow, cross bows or
using a sling or equipment. Bite inflicts 2D4 but no strength bonus.
Bonuses: +1 to strike and parry; no dodge or initiative bonus.
Skills of Note: Track by Smell 10%, Magically understands all
languages 96% (Does not read)
Mummy Bearman:
Attributes of Note: I.Q. 3, P.S. 25, P.P. 12, P.E. 26, P.B.
2, Spd 7.
Horror Factor: 13
Hit points/S.D.C. of the Corpse: 130, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 110; A.R. 10. Mummies can also be
dressed in body armor.
Attacks per melee round: Four
Damage: 2D6+10 damage for claw attacks and Head Butt 1D6+10.
Can be given hand-held weapons like swords and clubs (add +8 for strength
bonus.) They are not capable of shooting a bow and arrow, cross bows or
using a sling or equipment. Bite inflicts 2D4 but no strength bonus.
Bonuses: +1 to strike and parry; no dodge or initiative bonus.
Skills of Note: Track by Smell 20%, Magically understands all
languages 96% (Does not read)
Mummy Horse (Warhorse):
Attributes of Note: I.Q. 0, P.S. 30, P.P. 8, P.E. 24, P.B. 2,
Spd 33.
Horror Factor: 10
Hit points/S.D.C. of the Corpse: 120, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 100; A.R. 10. Mummies can also be
dressed in barding.
Attacks per melee round: Three
Damage: Bite: 1D4+1, Kick: 2D6+15 front, 4D6+15 rear, Stomp:
1D6, Trample: 4D6
Bonuses: +1 to strike; no dodge or initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Can carry up to 600 lbs or pull up to 6.5
tons.
Mummy Wolf (Grey Wolf):
Attributes of Note: I.Q. 0, P.S. 16, P.P. 8, P.E. 16, P.B. 2,
Spd 36.
Horror Factor: 10 (12 when howling)
Hit points/S.D.C. of the Corpse: 50, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 30; A.R. 10. Mummies can also be
dressed in barding.
Attacks per melee round: Three
Damage: Bite: 2D6+3, Claw: 1D4+1
Bonuses: +1 to strike and +2 to dodge; no initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Prowl 25%, Track by Smell 35%
Mummy Wolf (Timber Wolf):
Attributes of Note: I.Q. 0, P.S. 18, P.P. 8, P.E. 18, P.B. 2,
Spd 36.
Horror Factor: 10 (12 when howling)
Hit points/S.D.C. of the Corpse: 60, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 40; A.R. 10. Mummies can also be
dressed in barding.
Attacks per melee round: Three
Damage: Bite: 3D6+4, Claw: 1D4+3
Bonuses: +1 to strike and +2 to dodge; no initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Prowl 25%, Track by Smell 40%
Mummy Dog (Guard Dog):
Attributes of Note: I.Q. 0, P.S. 14, P.P. 8, P.E. 14, P.B. 2,
Spd 36.
Horror Factor: 8 (10 when howling)
Hit points/S.D.C. of the Corpse: 30, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 20; A.R. 10. Mummies can also be
dressed in barding.
Attacks per melee round: Three
Damage: Bite: 2D4+2, Claw: 1
Bonuses: +1 to strike and +2 to dodge; no initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Prowl 20%, Track by Smell 35%
Mummy Bear (Brown Bear)
Attributes of Note: I.Q. 0, P.S. 28, P.P. 12, P.E. 24, P.B.
2, Spd 25.
Horror Factor: 12
Hit points/S.D.C. of the Corpse: 120, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 100; A.R. 10. Mummies can also be
dressed in body armor.
Attacks per melee round: Three
Damage: Bite: 2D4+2, Claw: 2D6+19, Bear Hug: 2D4+17 per melee.
Bonuses: +2 to strike and +1 to parry; no initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Track by Smell 30%.
Mummy Bear (Jungle Kodiak):
Attributes of Note: I.Q. 0, P.S. 30, P.P. 12, P.E. 26, P.B.
2, Spd 6.
Horror Factor: 14
Hit points/S.D.C. of the Corpse: 140, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 120; A.R. 10. Mummies can also be
dressed in body armor.
Attacks per melee round: Four
Damage: Bite: 2D6, Claw: 3D6+21, Bear Hug: 2D6+21 per melee.
Bonuses: +2 to strike and +2 to parry; no initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Track by Smell 35%.
Mummy Bear (Northern Grizzly)
Attributes of Note: I.Q. 0, P.S. 28, P.P. 12, P.E. 24, P.B.
2, Spd 23.
Horror Factor: 12
Hit points/S.D.C. of the Corpse: 130, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 110; A.R. 10. Mummies can also be
dressed in body armor.
Attacks per melee round: Three
Damage: Bite: 2D4+2, Claw: 2D6+24, Bear Hug: 2D6+17 per melee.
Bonuses: +2 to strike and +1 to parry; no initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Track by Smell 32%.
Mummy Leopard and Jaguar (Includes Panther):
Attributes of Note: I.Q. 0, P.S. 22, P.P. 15, P.E. 20, P.B.
2, Spd 25.
Horror Factor: 10
Hit points/S.D.C. of the Corpse: 70, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 50; A.R. 10. Mummies can also be
dressed in barding.
Attacks per melee round: Three
Damage: Bite: 1D6+2, Claw: 2D4+11
Bonuses: +1 to strike and +2 to parry and dodge; no initiative
bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Prowl 40%, Track by Smell 20%, Can leap 12
feet up and 40 feet across.
Mummy Tiger:
Attributes of Note: I.Q. 2, P.S. 30, P.P. 15, P.E. 24, P.B.
2, Spd 25.
Horror Factor: 12
Hit points/S.D.C. of the Corpse: 120, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 100; A.R. 10. Mummies can also be
dressed in body armor.
Attacks per melee round: Four
Damage: Bite: 2D6+2, Claw: 2D6+23
Bonuses: +1 to strike and +2 to parry and dodge; no initiative
bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Prowl 30%, Track by Smell 25%, Can leap 15
feet up and 30 feet across.
Mummy Elephant:
Attributes of Note: I.Q. 0, P.S. 40, P.P. 8, P.E. 28, P.B. 2,
Spd 15.
Horror Factor: 15
Hit points/S.D.C. of the Corpse: 180, but only fire, explosives,
and magic can harm it. The mummy is impervious to cold, heat, fatigue,
normal weapons, punches and kick attacks. Most psychic powers and magic
have little or no effect.
S.D.C. of linen wrappings: 120; A.R. 10. Mummies can also be
dressed in barding.
Attacks per melee round: Two
Damage: Trunk: 1D6+25, Head Butt: 2D6+25, Short Charge and Strike
with Tusks: 2D6+31, Stomp 5D6, Trample 5D6x2, and Charge with Head Down
6D6+25.
Bonuses: +1 to strike; no dodge or initiative bonus.
Skills of Note: None, other than magically understands all languages.
Special Abilities: Can carry up to 2 tons or pull up to 10 tons.
Zombies:
All zombies are Impervious to horror factor, phobias, fear magic and most psionics (including empathy, telepathy, and bio-manipulation). Also, the zombie is only afraid of fire; small fires/torches have a horror factor
of 6, a man-sized fire has a horror factor of 12 and larger fires 15. A typical torch will do 1D6 damage to a zombie when it is used as a flaming club; magic fire does double damage. Otherwise, zombies are impervious to normal weapons. (unless silver or magic), impervious to poisons, drugs, disease, heat and cold.
A Zombie will rise again, even if riddled with silver arrows (or bullets), chopped into pieces, blown to bits, or burnt to a cinder! Unless the head is removed from the body and both are buried separately, or an exorcism is performed on the remains (automatic success), the zombie will completely regenerate all its body parts and S.D.C. at the end of 48 hours, and seek out its master for new instructions.
Zombie Ogre:
Attributes of Note: I.Q. 7, P.S. 25, P.P. 13, P.E. 20, P.B.
2, Spd 10. [Strength and Endurance are considered supernatural]
Horror Factor: 12
Hit Points/S.D.C.: 200 points and completely regenerates within
48 hours unless the head and body are buried separately (4 points per hour).
It can also wear body armor for additional protection.
Attacks per melee round: Three
Damage: 3D6+10 damage by hand/punch (Claw adds 2D4) or by weapon
(add supernatural punch damage). Bite inflicts 2D4 but no strength bonus.
(In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +2 to strike, parry and dodge; no initiative bonus.
Can use ranged weapons but limited to two attacks per round and have -4
to strike.
Skills of Note: Magically understands and reads all languages
96%, knows basic math 80%, land navigation 70%, track humanoids 50%, and
climb 50/45%.
Special Abilities: Night Vision 100 feet (30.5 meters), has
no emotions, desires, or personality.
Zombie Troll:
Attributes of Note: I.Q. 7, P.S. 30, P.P. 11, P.E. 24, P.B.
2, Spd 8. [Strength and Endurance are considered supernatural]
Horror Factor: 15
Hit Points/S.D.C.: 250 points and completely regenerates within
48 hours unless the head and body are buried separately (5 points per hour).
It can also wear body armor for additional protection.
Attacks per melee round: Four
Damage: 4D6+15 damage by hand/punch (Claw adds 2D6) or by weapon
(add supernatural punch damage and troll sized weapon have increased damage
by 1D6). Bite inflicts 2D4 but no strength bonus. (In Rifts use M.D.C.
damage for Supernatural Strength)
Bonuses: +2 to strike, parry and dodge; no initiative bonus.
Can use ranged weapons but limited to two attacks per round and have -4
to strike.
Skills of Note: Magically understands and reads all languages
96%, knows basic math 80%, land navigation 70%, track humanoids 50%, and
climb 50/45%.
Special Abilities: Night Vision 100 feet (30.5 meters), has
no emotions, desires, or personality.
Zombie Wolfen:
Attributes of Note: I.Q. 7, P.S. 23, P.P. 13, P.E. 18, P.B.
2, Spd 13. [Strength and Endurance are considered supernatural]
Horror Factor: 15
Hit Points/S.D.C.: 200 points and completely regenerates within
48 hours unless the head and body are buried separately (4 points per hour).
It can also wear body armor for additional protection.
Attacks per melee round: Three
Damage: 3D6+8 damage by hand/punch (Claw adds 2D4), kick inflicts
5D6+8, or by weapon (add supernatural punch damage). Bite inflicts 2D4
but no strength bonus. (In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +2 to strike, parry and dodge; no initiative bonus.
Can use ranged weapons but limited to two attacks per round and have -4
to strike.
Skills of Note: Magically understands and reads all languages
96%, knows basic math 80%, land navigation 70%, track humanoids 50%, and
climb 50/45%.
Special Abilities: Night Vision 100 feet (30.5 meters), Track
by Smell 15%, has no emotions, desires, or personality.
Zombie Bearman:
Attributes of Note: I.Q. 6, P.S. 24, P.P. 14, P.E. 26, P.B.
2, Spd 10. [Strength and Endurance are considered supernatural]
Horror Factor: 16
Hit Points/S.D.C.: 300 points and completely regenerates within
48 hours unless the head and body are buried separately (6 points per hour).
It can also wear body armor for additional protection.
Attacks per melee round: Four
Damage: 3D6+9 damage by hand/punch (Claw adds 2D6) or by weapon
(add supernatural punch damage). Bite inflicts 2D4 but no strength bonus.
(In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +2 to strike, parry and dodge; no initiative bonus.
Can use ranged weapons but limited to two attacks per round and have -4
to strike.
Skills of Note: Magically understands and reads all languages
96%, knows basic math 80%, Prowl 15%, and Climb 50/45%.
Special Abilities: Night Vision 100 feet (30.5 meters), Track
by Smell 55%, has no emotions, desires, or personality.
Zombie Horse (Warhorse):
Attributes of Note: I.Q. 2, P.S. 30, P.P. 10, P.E. 24, P.B.
2, Spd 47. [Strength and Endurance are considered supernatural]
Horror Factor: 12
Hit Points/S.D.C.: 250 points and completely regenerates within
48 hours unless the head and body are buried separately (5 points per hour).
It can also wear barding for additional protection.
Attacks per melee round: Three
Damage: Bite: 1D4+1, Kick: 6D6+15 front, 8D6+15 rear, Stomp:
1D6, Trample: 4D6 (In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +2 to strike and dodge; no initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Night Vision 100 feet (30.5 meters), Can
carry up to 1500 lbs or pull up to 15 tons. Has no emotions, desires, or
personality (Keep more of their instincts than mummies.)
Zombie Wolf (Grey Wolf):
Attributes of Note: I.Q. 2, P.S. 16, P.P. 13, P.E. 16, P.B.
2, Spd 52. [Strength and Endurance are considered supernatural]
Horror Factor: 12 (15 when howling)
Hit Points/S.D.C.: 100 points and completely regenerates within
48 hours unless the head and body are buried separately (2 points per hour).
It can also wear barding for additional protection.
Attacks per melee round: Three
Damage: Bite: 2D6+3, Claw: 3D6+1
Bonuses: +2 to strike and +3 to dodge; no initiative bonus.
(In Rifts use M.D.C. damage for Supernatural Strength)
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Night Vision 100 feet (30.5 meters), Prowl
45%, Track by Smell 70%, Has no emotions, desires, or personality (Keep
more of their instincts than mummies.)
Zombie Wolf (Timber Wolf):
Attributes of Note: I.Q. 2, P.S. 18, P.P. 13, P.E. 18, P.B.
2, Spd 52. [Strength and Endurance are considered supernatural]
Horror Factor: 12 (15 when howling)
Hit Points/S.D.C.: 125 points and completely regenerates within
48 hours unless the head and body are buried separately (3 points per hour).
It can also wear barding for additional protection.
Attacks per melee round: Three
Damage: Bite: 3D6+4, Claw: 3D6+3. (In Rifts use M.D.C. damage
for Supernatural Strength)
Bonuses: +2 to strike and +3 to dodge; no initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Night Vision 100 feet (30.5 meters), Prowl
50%, Track by Smell 80%, Has no emotions, desires, or personality (Keep
more of their instincts than mummies.)
Zombie Dog (Guard Dog):
Attributes of Note: I.Q. 2, P.S. 14, P.P. 13, P.E. 14, P.B.
2, Spd 52. [Strength and Endurance are considered supernatural]
Horror Factor: 10 (12 when howling)
Hit Points/S.D.C.: 80 points and completely regenerates within
48 hours unless the head and body are buried separately (2 points per hour).
It can also wear barding for additional protection.
Attacks per melee round: Three
Damage: Bite: 2D4+1, Claw: 1D6+1 (In Rifts use M.D.C. damage
for Supernatural Strength)
Bonuses: +2 to strike and +3 to dodge; no initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Night Vision 100 feet (30.5 meters), Prowl
40%, Track by Smell 70%, Has no emotions, desires, or personality (Keep
more of their instincts than mummies.)
Zombie Bear (Brown Bear):
Attributes of Note: I.Q. 2, P.S. 28, P.P. 12, P.E. 24, P.B.
2, Spd 36. [Strength and Endurance are considered supernatural]
Horror Factor: 15
Hit Points/S.D.C.: 250 points and completely regenerates within
48 hours unless the head and body are buried separately (5 points per hour).
It can also wear barding for additional protection.
Attacks per melee round: Three
Damage: Bite: 2D4+2, Claw: 6D6+19, Bear Hug: 5D6+19 per melee
(In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +3 to strike and +2 to parry; no initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Night Vision 100 feet (30.5 meters), Prowl
15%, Track by Smell 55%, Climb 50%, Has no emotions, desires, or personality
(Keep more of their instincts than mummies.)
Zombie Bear (Jungle Kodiak):
Attributes of Note: I.Q. 2, P.S. 30, P.P. 12, P.E. 24, P.B.
2, Spd 9. [Strength and Endurance are considered supernatural]
Horror Factor: 16
Hit Points/S.D.C.: 300 points and completely regenerates within
48 hours unless the head and body are buried separately (6 points per hour).
It can also wear barding for additional protection.
Attacks per melee round: Four
Damage: Bite: 2D6, Claw: 7D6+21, Bear Hug: 6D6+21 per melee
(In Rifts use M.D.C. damage for Supernatural Strength)
Skills of Note: Magically understands all languages 96% (Does
not read)
Bonuses: +4 to strike and +2 to parry; no initiative bonus.
Special Abilities: Night Vision 100 feet (30.5 meters), Prowl
25%, Track by Smell 60%, Climb Tree 15%, Has no emotions, desires, or personality
(Keep more of their instincts than mummies.)
Zombie Bear (Northern Grizzly):
Attributes of Note: I.Q. 2, P.S. 28, P.P. 12, P.E. 24, P.B.
2, Spd 33. [Strength and Endurance are considered supernatural]
Horror Factor: 15
Hit Points/S.D.C.: 280 points and completely regenerates within
48 hours unless the head and body are buried separately (5 points per hour).
It can also wear barding for additional protection.
Attacks per melee round: Three
Damage: Bite: 2D4+4, Claw: 6D6+23, Bear Hug: 5D6+20 per melee
(In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +3 to strike and +3 to parry; no initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Night Vision 100 feet (30.5 meters), Prowl
20%, Track by Smell 58%, Climb 15%, Has no emotions, desires, or personality
(Keep more of their instincts than mummies.)
Zombie Leopard and Jaguar (Includes Panther):
Attributes of Note: I.Q. 2, P.S. 22, P.P. 15, P.E. 20, P.B.
2, Spd 36. [Strength and Endurance are considered supernatural]
Horror Factor: 12
Hit Points/S.D.C.: 150 points and completely regenerates within
48 hours unless the head and body are buried separately (3 points per hour).
It can also wear barding for additional protection.
Attacks per melee round: Three
Damage: Bite: 1D6+2, Claw: 5D6+7 (In Rifts use M.D.C. damage
for Supernatural Strength)
Bonuses: +2 to strike and +3 to parry and dodge; no initiative
bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Night Vision 600 feet (30.5 meters), Prowl
85%, Track by Smell 40%, Keen Hearing and Eyesight, Can leap 12 feet up
and 40 feet across. Has no emotions, desires, or personality (Keep more
of their instincts than mummies.)
Zombie Tiger:
Attributes of Note: I.Q. 2, P.S. 30, P.P. 15, P.E. 24, P.B.
2, Spd 36. [Strength and Endurance are considered supernatural]
Horror Factor: 15
Hit Points/S.D.C.: 250 points and completely regenerates within
48 hours unless the head and body are buried separately (5 points per hour).
It can also wear barding for additional protection.
Attacks per melee round: Four
Damage: Bite: 2D6+2, Claw: 6D6+23 (In Rifts use M.D.C. damage
for Supernatural Strength)
Bonuses: +2 to strike and +3 to parry and dodge; no initiative
bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Night Vision 400 feet (30.5 meters), Prowl
60%, Track by Smell 50%, Keen Hearing and Eyesight, Can leap 15 feet up
and 30 feet across. Has no emotions, desires, or personality (Keep more
of their instincts than mummies.)
Zombie Elephant:
Attributes of Note: I.Q. 2, P.S. 40, P.P. 10, P.E. 28, P.B.
2, Spd 22. [Strength and Endurance are considered supernatural]
Horror Factor: 15
Hit Points/S.D.C.: 400 points and completely regenerates within
48 hours unless the head and body are buried separately (8 points per hour).
It can also wear barding for additional protection.
Attacks per melee round: Two
Damage: Trunk: 6D6+25, Head Butt: 8D6+25, Short Charge and Strike
with Tusks: 8D6+6+25, Stomp 5D6, Trample 5D6x2, and Charge with Head Down
2D4x10+25. (In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +1 to strike and dodge; no initiative bonus.
Skills of Note: Magically understands all languages 96% (Does
not read)
Special Abilities: Night Vision 100 feet (30.5 meters), Can
lift up large objects with trunk, Can carry up to 4 tons or pull up to
30 tons. Has no emotions, desires, or personality (Keep more of their instincts
than mummies.)
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2007 & 2008, Kitsune. All rights reserved.