Poxwalker
A shambling plague corpse that exists to make distance matter.
Threat File — Poxwalker
TR 2 · Chaos God-Aligned CultsSaves: Toughness +5
Senses: Tracks living sound within 60 feet, even without sight
Dead Enough. The poxwalker ignores being bloodied, is immune to fear, Suppression, and toxic damage, and keeps walking through wounds that should drop it.
Walking Pox. A creature hit by the poxwalker's melee attack makes a Toughness Save DC 11 or contracts the walking pox. At the GM's discretion, those who die infected rise later, somewhere worse.
Clawing Grasp. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 slashing damage, plus the Walking Pox rider.
Mindless Advance. The poxwalker moves up to twice its Movement toward the nearest living sound, ignoring difficult terrain, Fire Lanes, and self-preservation.
Morale: Does not make Morale checks. Nothing is left to frighten; it walks until destroyed, and the destruction must be thorough.
Tactics: Never field one — field a tide, arriving from directions the party has stopped watching. They are a timer: every round spent on other threats brings the shamble closer. Their infection makes even winning melee a loss; the party should burn ammunition and hate it.
Loot / Evidence / Hooks: The ident-tags of the person it was; families pay for their return, and the Ecclesiarchy pays for their burning.
Enemy Dossier
GM ReferenceThe Poxwalker is a shambling plague corpse — a victim of the walking pox whose body keeps working after the person stopped. It exists to make distance matter, because everything about it punishes contact.
Use this enemy to pressure space and time: slow, mindless, infectious, and never alone.
Low durability but ignores pain, slow melee-only threat, disease on hit, morale-proof, horrifying in accumulation.
Dead Enough. Ignores being bloodied, feels nothing, and keeps walking through wounds that should drop it.
Walking Pox. Its hits risk disease exposure; those killed by it may rise later, at GM discretion, somewhere worse.
Clawing Grasp. Weak melee attack with the infection rider.
Mindless Advance. Moves toward the nearest living sound, ignoring difficult terrain, fire lanes, and self-preservation.
Morale: None; walks until destroyed, and the destruction must be thorough.
Tactics: Never field one — field a tide, arriving from directions the party has stopped watching. They are a timer: every round spent on other threats brings the shamble closer. Their infection makes even winning melee a loss; the party should burn ammunition and hate it.
Full Stat Block Priority: Low