And nobody was surprised.
Zombies come in a startling number of forms in D&D. Off the top of my head you have normal stock zombies, fast zombies, diseased zombies, fire zombies, hulking zombies, zombie lords, and any combination of them, all before you consider that “zombie” is a template you can apply to just about anything with a pulse. I would describe them further, but I can’t. That’s the point.
Unlike a vampire, which is the specific name for a creature with specific powers and specific weaknesses, “zombie” is an everyday metaphor (“I’m a zombie in the mornings before I have my coffee.”) that bring to mind actions and mood, not stats. A zombie can be a creature that shambles, or one that grunts half-heartedly, or one that comes in swarms, or one that spreads like a disease. They’re usually undead, but if you say the orcs are approaching like zombies, everybody knows what you mean. Anything can be a zombie, and a zombie can be anything (finish your drink). Heck, Cracked had an article that mentioned this just last week:
Zombies are popular because they fit everywhere. Vampires are zombies that you want to make out with. Frankenstein’s monster is a zombie that just took a little elbow grease to get going. We can apply any metaphor that we want to them, and we can use them as quick cannon fodder or as the plodding thing that we have to painstakingly evade once we find ourselves trapped in a room with one.
Zombies aren’t my favorite creatures because they’re usually too simple and straightforward, but that’s also their beauty. Looking back I think I’ve used them in almost every campaign I’ve run, either as zombies themselves or as something else through the magic of reskinning. Consider my last six:
- The Eight Arms and the Contract of Barl: The first session had the players fighting a necromancer and her zombies as a random mission before the campaign proper started.
- …and the Unforgiving Blade: Undead ambushed the party and attacked en masse as a delaying tactic.
- …and the Memento Mori: A disease changed NPCs into monsters.
- …and the Empire of Sin: The party defended a barn from nearly-mindless, swarming creatures.
- Battles of the Saber Knights: Addled, mind-controlled farmers lumbered toward the party to eat their brains.
- The Umbrageous Sodality and the Ghost Opera: This is the Halloween campaign, of course I used zombies.
This is not counting the non-d20 campaign we’ve running now. I guess that’s a spoiler, but not much of one. You can insert zombies into just about any campaign at just about any point, either as literal lurching undead or as anything that hits enough of a zombie’s checkboxes for you to describe the combat as a “zombie swarm scenario”. You can even use them with various moods, from the grim horror zombie whose bite slowly drives you so mad you kill your allies to the light-hearted cartoon zombies who comedically chase their heads around the battlefield. As long as a battle makes sense with the story, zombies can probably be a part of it.
This is a rare time when the reskinning can be completely transparent because nobody cares about it. Knowing that the orcs secretly use zombie statistics doesn’t break any immersion or narrative, and there are so many types of zombies you can use them for just about anything. When I’m using them, most of the manipulation I do is to the stats themselves, drastically slashing the zombie’s hit points so they fall in one or two hits. The feel is important, not the numbers, and zombies have a broad feel, perhaps the broadest of anything I’ve discussed this month.
I’d like to say something about angels to bring this full circle, but you may have noticed that we have an unmatched rhyme in the post names. There’s one more creature I want to discuss tomorrow before we leave monsters alone for a bit.
Even the most rampantly malevolent race isn’t beyond having connections or hobbies or opinions. Because the books only describe yuan-ti as religious jungle snake monsters we think that’s everything there is to know about them, but they can have families and traditions and favorite sports teams. Sometimes those loyalties can overrule their predilection toward evil, or at least suppress it. After all, religiously evil humans probably exist in every city and only the most militant paladin run by the most short-sighted player would assume they’re constantly up to no good. An evil monster isn’t any different from an evil PC. It’s all in how you handle it in service of the game.
Thus entered the Xorn of Pride, who demanded to be addressed in title case but preferred more ostentatious epithets like King of the Earth or Super Kami Xorn. It was not the fastest, or the smartest, or the hungriest xorn, but if you tried to tell it that, it wouldn’t listen. Running it let me be as bombastic as I wanted, a high bar, and put the party in that wonderful state where they dislike an NPC as players but know they have to appease it as characters. They immediately created their own side quest to remove the stone from the xorn, more because he was annoying than because they needed it to progress, and it gave me a warm feeling when they decided killing it was neither productive nor necessary and instead took the moral high ground.
It’s this variability that makes them worthwhile. Need a big, strong monster who can throw wagons at the party? Combine a hill giant with a bear! Need a tricky sneak who can survive a few hits? Combine a halfling with a rat! Need a veteran of the Underdark who avoids capture by pretending to be an innocuous animal? Combine a dwarf with a giant bat! Most templates let you turn the original creature into something else, but lycanthropy can change any single creature into dozens of others. They usually have class levels to augment them further, from the obvious orcish werewolf barbarian lord to the significantly more ridiculous merfolk werefrog paladin. And you can add them to a group or adventure based on their race, their animal, their class, or anything else you want. They’re a blank slate you can use to accomplish nearly anything.
The mystery of vampires is gone. They’re too culturally accessible. Anything that ticks off enough “obviously a vampire” boxes will send the players running for stakes and official Chosen By PelorTM prayer discs. Even the players who metagame the least can make a fair argument that their characters would know at least as much about vampires as the average television viewer does. But if you mix things up and make your own custom vampire with strange, scary, never-before-seen powers, are you actually using a vampire? Aren’t you just using a custom creature to whom you’ve attached the vampire brand? Why would you do that, except to say the word “vampire” to your players and feel smug when they assume something they have every right to assume? Vampires are defined by their weaknesses and powers. If you change their weaknesses and powers, you don’t get to say you’re using a vampire any more, and if you are using their weaknesses and powers for something else, you don’t get to be surprised or disappointed
Instead I went the other way, using the concept of the umber hulk instead of its stats. I used that idea for bosses in two campaigns, both large insectoid creatures who lurked in shadows and had weird, confusing lairs. One passed through walls, grabbed characters, and carted them off, and a significant portion of the fight was trying to save the ranger’s animal companion from its clutches. The other was a Zelda boss, so it didn’t do much until its final battle but I peppered the dungeon with foreshadowing about it, and it was completely immune to damage from everything but environmental effects so the players had to engage it in a set piece instead. The large, crafty monster who attacks from ambush is a fine idea to strike terror in players’ hearts, and if anything the umber hulk’s stats detracted from it, so I made my own. And I got to use my huge umber hulk miniature even though the umber hulk is normally large, so that’s a bonus.
But all of those were blunt applications for a blunt object. You don’t get to take credit for innovation by using a tool as intended. Rather, the instance I’m proud of happened in the first Eight Arms campaign, which took place mostly in the party’s home city. That city had a park, and inside that park lived a druid nicknamed Crazy Eddie. He was a legal resident of the city and by law technically could not be forced to vacate the park due to outstanding statutes only he remembered. He stood against modernization and wanted to preserve the last bit of relatively natural land in and around the city. Normally nobody would care, but in Pathfinder druids could have a tyrannosaurus as their animal companion, and as it turns out a giant dinosaur is an excellent deterrent to crime and government overreach.
What followed was the most unexpected final boss I’ve ever run, and as you’ll recall from earlier in this month, I once designed a final boss during the fight that came immediately before it. The stymphalidies proved startlingly effective, blinding the party and tearing it apart with more attacks per round than was fair. Its mobility didn’t matter since the party’s main source of damage was an actual cannon, but its defensive skills worked wonders. There was a brief moment when I felt the players legitimately wondered whether they would win without casualties, and that’s half of what I want out of a final fight anyway. The other half is a fulfilling end to a story arc, and we lacked that, but if I had known where we were going I probably could have made it work too. Technically, any creature can be a climax if you sell it appropriately. I mean, your average player wouldn’t expect a chimera to be a final boss battle, but there you go.
In true rakshasa fashion, the players didn’t know they were dealing with one until the end of the campaign. He had set the wheels of the campaign in motion, convincing up a specific king to overextend himself and waiting for somebody to have a problem with it so he could set himself up as a leader once the king fell. He helped the party throughout the campaign, giving them information and connections when they needed them, and in the end he picked up the pieces. I did specifically want to avoid the “you have served me well, now you must die!” trope that always seems to knock villains off their pedestal, and once the rakshasa had power he gave the party and their guild cushy positions in his new order. I was mentally prepared for them to fight him anyway, but they shrugged and figured he was fine as long as he wasn’t actively hurting anybody (except for the paladin, who stormed off).
Qlippoth are a race of outsiders in Pathfinder, like angels or demons. They existed before creatures who existed before time, they probably come from the most vast reaches of the Great Beyond, and they all have horrific appearance traits that inflict status ailments. Though their Bestiary 2 entry doesn’t mention the Great Old Ones, and the Bestiary 3 entry for the Great Old Ones doesn’t mention the qlippoth, their Lovecraftian influence is clear. They share no physical features and there’s no indication that they work together in any way. They have no culture besides “hurt things.” They’re D&D monsters in their purest form, bundles of dangerous abilities and little worldview or coherence, enemies of the sort only a fool would try to reason with.