Supernatural Zombies and Mummies:


Supernatural creatures such as demons and other creatures are rarely made into mummies or zombies however they can be used to make incredibly powerful undead. Some of their supernatural characteristics are retained and they are incredibly tough.

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 Gargoyle:
Attributes of Note: I.Q. 3, P.S. 35, P.P. 20, P.E. 26, P.B. 2, Spd 26 ground / 40 flying [Strength and Endurance are considered supernatural]
Horror Factor: 18
Hit points/S.D.C. of the Corpse: 150, but only fire, explosives, and magic can harm it. Has a natural A.R. Rating of 14. The mummy is impervious to cold, heat, fatigue, normal weapons, punches and kick attacks. Most psychic powers and magic have little or no effect. (In Rifts, transforms into an M.D.C. creature with 500 M.D.C.)
S.D.C. of linen wrappings: 120; A.R. 10. Mummies can also be dressed in body armor.
Attacks per melee round: Five
Damage: 5D6+20 damage by hand/punch (Claw adds 1D6), Bite 1D4, or by weapon (add supernatural punch damage). Treat tail strike as punch for damage. (In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +4 to strike, +4 to parry, +4 to dodge (+6 to dodge while flying) - includes prowess bonuses, no bonuses to initiative; Also has +6 to save vs magic.
Skills of Note: Magically understands all languages 96% (Does not read)
Special Abilities: Fly, glide, leap 20 feet (6 meters) without using wings, see the invisible, regenerates 2D6 S.D.C. per melee round (Loses all other abilities including fire breath and psychic abilities)


Mummy Deevil:
Attributes of Note: I.Q. 3, P.S. 25, P.P. 12, P.E. 20, P.B. 2, Spd 22 [Strength and Endurance are considered supernatural]
Horror Factor: 16
Hit points/S.D.C. of the Corpse: 120, but only fire, explosives, and magic can harm it. Has a natural A.R. Rating of 12. The mummy is impervious to cold, heat, fatigue, normal weapons, punches and kick attacks. Most psychic powers and magic have little or no effect. (In Rifts, transforms into an M.D.C. creature with 150 M.D.C.)
S.D.C. of linen wrappings: 100; A.R. 10. Mummies can also be dressed in body armor.
Attacks per melee round: Four
Damage: 3D6+10 damage by hand/punch (Claw adds 1D6) or by weapon (add supernatural punch damage). Head Butt inflicts 4D6+10 as well. (In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +2 to strike, +2 to parry, +1 to dodge, no bonuses to initiative; Also has +5 to save vs magic.
Skills of Note: Magically understands all languages 96% (Does not read)
Special Abilities: Can leap 20 feet (6 meters), see the invisible, track by smell 20%, regenerates 2D6 S.D.C. per melee round (Loses all other abilities including spell casting, teleportation, and shape shifting)


Mummy Deevilkin:
Attributes of Note: I.Q. 4, P.S. 25, P.P. 14, P.E. 20, P.B. 2, Spd 12 [Strength and Endurance are considered supernatural]
Horror Factor: 14
Hit points/S.D.C. of the Corpse: 100, but only fire, explosives, and magic can harm it. Has a natural A.R. Rating of 10. The mummy is impervious to cold, heat, fatigue, normal weapons, punches and kick attacks. Most psychic powers and magic have little or no effect. (In Rifts, transforms into an M.D.C. creature with 120 M.D.C.)
S.D.C. of linen wrappings: 80; A.R. 10. Mummies can also be dressed in body armor.
Attacks per melee round: Three
Damage: 3D6+10 damage by hand/punch or by weapon (add supernatural punch damage). No special attacks such as claws or head butts (In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +1 to strike, +1 to parry, +1 to dodge, no bonuses to initiative; Also has +5 to save vs magic.
Skills of Note: Magically understands all languages 96% (Does not read)
Special Abilities: See the invisible, can leap 20 feet (6 meters), regenerates 2D4 S.D.C. per melee round
(Loses all other abilities including spell casting, teleportation, and shape shifting)


Mummy Dire Harpies:
Attributes of Note: I.Q. 3, P.S. 32, P.P. 12, P.E. 19, P.B. 2, Spd 3 ground / 43 flying [Strength and Endurance are considered supernatural]
Horror Factor: 15
Hit points/S.D.C. of the Corpse: 120, but only fire, explosives, and magic can harm it. Has a natural A.R. Rating of 12. The mummy is impervious to cold, heat, fatigue, normal weapons, punches and kick attacks. Most psychic powers and magic have little or no effect. (In Rifts, transforms into an M.D.C. creature with 150 M.D.C.)
S.D.C. of linen wrappings: 100; A.R. 10. Mummies can also be dressed in body armor.
Attacks per melee round: Four
Damage: 5D6+17 damage by hand/punch (Claw adds 1D6) or by weapon (add supernatural punch damage). Can also Bit for 1D4 (In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +1 to parry, +4 to dodge while flying, no bonuses to initiative; Also has +1 on all saving throws, +3 to save vs magic.
Skills of Note: Magically understands all languages 96% (Does not read)
Special Abilities: Fly, glide, see the invisible, regenerates 2D4 S.D.C. per melee round (Loses all other abilities including lava breath)


Mummy Fiends:
Attributes of Note: I.Q. 4, P.S. 25, P.P. 14, P.E. 20, P.B. 2, Spd 12 [Strength and Endurance are considered supernatural]
Horror Factor: 14
Hit points/S.D.C. of the Corpse: 120, but only fire, explosives, and magic can harm it. Has a natural A.R. Rating of 12. The mummy is impervious to cold, heat, fatigue, normal weapons, punches and kick attacks. Most psychic powers and magic have little or no effect. (In Rifts, transforms into an M.D.C. creature with 450 M.D.C.)
S.D.C. of linen wrappings: 100; A.R. 10. Mummies can also be dressed in body armor.
Attacks per melee round: Four
Bonuses: +1 to strike, +1 to parry, +1 to dodge, no bonuses to initiative; Also has +5 to save vs magic.
Damage: 3D6+10 damage by hand/punch or by weapon (add supernatural punch damage). No special attacks such as claws or head butts (In Rifts use M.D.C. damage for Supernatural Strength)
Skills of Note: Magically understands all languages 96% (Does not read)
Special Abilities: See the invisible, half damage from fire and cold, regenerates 2D6 S.D.C. per melee round (Loses all other abilities including spell casting, teleportation, and shape shifting)

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 (or far less for creatures which retain regeneration), and seek out its master for new instructions.


Zombie Gargoyle:
Attributes of Note: I.Q. 5, P.S. 35, P.P. 23, P.E. 26, P.B. 2, Spd 35 ground / 60 flying [Strength and Endurance are considered supernatural]
Horror Factor: 18
Hit Points/S.D.C.: 300 points and completely regenerates unless the head and body are buried separately (2D6 points per melee round). Has a natural A.R. Rating of 14. It can also wear body armor for additional protection.(In Rifts, transforms into an M.D.C. creature with 600 M.D.C.)
Attacks per melee round: Five
Damage: 5D6+20 damage by hand/punch (Claw adds 1D6), Bite 1D4, or by weapon (add supernatural punch damage). Treat tail strike as punch for damage. (In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +5 to strike, +6 to parry, +6 to dodge (+8 to dodge while flying) - includes prowess bonuses, +1 to initiative; Also has +6 to save vs magic. Can use ranged weapons but limited to two attacks per round and have -4 to strike.
Skills of Note: Magically understands all languages 96% (Does not read), knows basic math 80%,
Special Abilities: Fly, glide, leap 30 feet (9 meters) without using wings, see the invisible, night vision 220 feet (67 meters), regenerates 2D6 S.D.C. per melee round (Loses all other abilities including fire breath and psychic abilities)


Zombie Deevil:
Attributes of Note: I.Q. 6, P.S. 25, P.P. 15, P.E. 20, P.B. 2, Spd 33 [Strength and Endurance are considered supernatural]
Horror Factor: 18
Hit Points/S.D.C.: 250 points and completely regenerates unless the head and body are buried separately (2D6 points per melee round). Has a natural A.R. Rating of 12. It can also wear body armor for additional protection.(In Rifts, transforms into an M.D.C. creature with 200 M.D.C.)
Attacks per melee round: Four
Damage: 3D6+10 damage by hand/punch (Claw adds 1D6) or by weapon (add supernatural punch damage). Head Butt inflicts 4D6+10 as well. (In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +2 to strike, +3 to parry, +2 to dodge, +1 to initiative; Also has +5 to save vs magic. Can use ranged weapons but limited to two attacks per round and have -4 to strike.
Skills of Note: Magically understands all languages 96% (Does not read), knows basic math 80%,
Special Abilities: See the invisible, night vision 100 feet (30.5 meters), can leap 30 feet (9 meters), track by smell 40%, Regenerates 2D6 S.D.C. per melee (Loses all other abilities including spell casting, teleportation, and shape shifting), has no emotions, desires, or personality.


Zombie Deevilkin:
Attributes of Note: I.Q. 8, P.S. 25, P.P. 17, P.E. 20, P.B. 2, Spd 16 [Strength and Endurance are considered supernatural]
Horror Factor: 16
Hit Points/S.D.C.: 200 points and completely regenerates unless the head and body are buried separately (2D4 points per melee round). Has a natural A.R. Rating of 10. It can also wear body armor for additional protection.(In Rifts, transforms into an M.D.C. creature with 160 M.D.C.)
Attacks per melee round: Three
Damage: 3D6+10 damage by hand/punch or by weapon (add supernatural punch damage). No special attacks such as claws or head butts (In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +2 to strike, +3 to parry, +3 to dodge, +1 to initiative; Also has +5 to save vs magic. Can use ranged weapons but limited to two attacks per round and have -4 to strike.
Skills of Note: Magically understands all languages 96% (Does not read), knows basic math 80%,
Special Abilities: See the invisible, night vision 100 feet (30.5 meters), can leap 30 feet (9 meters), regenerates 2D4 S.D.C. per melee (Loses all other abilities including spell casting, teleportation, and shape shifting), has no emotions, desires, or personality.


Zombie Dire Harpies:
Attributes of Note: I.Q. 5, P.S. 32, P.P. 15, P.E. 19, P.B. 2, Spd 5 ground / 65 flying [Strength and Endurance are considered supernatural]
Horror Factor: 18
Hit Points/S.D.C.: 250 points and completely regenerates unless the head and body are buried separately (2D4 points per melee round). Has a natural A.R. Rating of 12. It can also wear body armor for additional protection.(In Rifts, transforms into an M.D.C. creature with 200 M.D.C.)
Attacks per melee round: Four
Damage: 5D6+17 damage by hand/punch (Claw adds 1D6) or by weapon (add supernatural punch damage). Can also Bit for 1D4 (In Rifts use M.D.C. damage for Supernatural Strength)
Bonuses: +1 strike, +2 to parry, +4 to dodge while flying, +1 to initiative; Also has +1 on all saving throws, +3 to save vs magic.
Skills of Note: Magically understands all languages 96% (Does not read), knows basic math 80%,
Special Abilities: Fly, glide, see the invisible, night vision 220 feet (67 meters), regenerates 2D4 S.D.C. per melee round (Loses all other abilities including lava breath)


Zombie Fiends:
Attributes of Note: I.Q. 8, P.S. 25, P.P. 17, P.E. 20, P.B. 2, Spd 16 [Strength and Endurance are considered supernatural]
Horror Factor: 16
Hit Points/S.D.C.: 250 points and completely regenerates unless the head and body are buried separately (2D4 points per melee round). Has a natural A.R. Rating of 12. It can also wear body armor for additional protection.(In Rifts, transforms into an M.D.C. creature with 550 M.D.C.)
Attacks per melee round: Four
Bonuses: +1 to strike, +2 to parry, +2 to dodge, no bonuses to initiative - includes prowess bonuses, Also has +5 to save vs magic.
Damage: 3D6+10 damage by hand/punch or by weapon (add supernatural punch damage). No special attacks such as claws or head butts (In Rifts use M.D.C. damage for Supernatural Strength)
Skills of Note: Magically understands all languages 96% (Does not read), knows basic math 80%,
Special Abilities: See the invisible, night vision 100 feet (30.5 meters), half damage from fire and cold, regenerates 2D6 S.D.C. per melee round (Loses all other abilities including spell casting, teleportation, and shape shifting)




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2008, Kitsune. All rights reserved.



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