Zombies

Headless

Medium semi-sentient undead (5d6)       STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)
MELEE DEFENCE 15RANGED DEFENCE 15MENTAL DEFENCE 20VITAL DEFENCE 15
HEALTH 30SOAK 10 ; VULN 1d6 holyIMMUNE Sick, Bleeding, Fatigued
INITIATIVE 4d6PERCEPTION 4d6 ; superior darksight, lifesenseSPEED 5; CLIMB 3; JUMP 12'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Brawling 4d6 melee (2d6+3 blunt damage)
Skills hardy 3 (2d6), combat 1 (1d6), perception 1 (1d6), tactics/reactions 1 (1d6)

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Unstoppable. Unlike normal zombies, headless zombies cannot be destroyed with a Called Shot to the head. However, a headless can be permanently destroyed by cremating the corpse completely so that noting but ash remains. This takes 30 minutes in a normal fire (the zombie canot regenerate while in fire). First, the headless zombie must be reduced to zero HEALTH.

Zombie

Medium evil non-sentient undead humanoid (4d6)
STR 3 (2d6) AGI 3 (2d6) END 3 (2d6)INT 3 (2d6) LOG 3 (2d6) WIL 3 (2d6) CHA 3 (2d6) LUC 3 (2d6) REP 3 (2d6) 3 (2d6) CHA 3 (2d6) LUC 3 (2d6) REP 3 (2d6)
MELEE DEFENCE 12RANGED DEFENCE 12MENTAL DEFENCE 16VITAL DEFENCE 12
HEALTH 24 (special)SOAK 9 ; VULN 1d6 holyIMMUNE Sick, Bleeding, Fatigued
INITIATIVE 3d6PERCEPTION 3d6 ; superior darksight, lifesenseSPEED 4; CLIMB 2; JUMP 6'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Bite 3d6 melee (2d6+2 piercing damage; zombie fever)
Skills scent 6 (3d6)     Gear -

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Zombie fever. Those who suffer a critical hit from a zombie's bite contract zombie fever. Additionally, any slain by a zombie rise one hour later as a zombie themselves.
Unstoppable. A zombie keeps going, no matter what. The only way to destroy it is to make a Called Shot to the head doing 25% of the zombie's HEALTH in one attack, which kills it instantly.