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  anthropophagi
  by Rich Redman
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  Editing: Marc Schmalz
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  “This is Antarctic Research Station 27. Do not, I 
  repeat, do not send a rescue mission. After the 
  storm cleared, we sent a rescue mission to the 
  Danish research station. We hadn’t heard from 
  them since they drilled down to a fresh water lake 
  under the ice. We found nothing but charred ruins 
  and dead bodies. We brought the bodies back 
  here, so we could…what’s that? Oh God, they’re 
  coming! Look, we were going to send the bodies 
  back to Denmark, but when they thawed out, they 
  came back to life. They eat flesh, they… <<sound 
  of hammering in the background>> they’re at the 
  door! You’re only hope is to let them freeze here. 
  Do not send a rescue…<<unintelligible voices, 
  sound of breakage, strange moan or wail, sounds 
  of gunshots, screaming>>” 
  –Transcript of final message from 
  Antarctic Research Station 27.
  “Anthropophagi” are undead devourers of human 
  flesh (in fact, that’s what the name means). The 
  Game Mechanics present anthropophagi as a 
  template useful for contemporary d20 System 
  games. However, if you cut the science, you can 
  easily use anthropophagi in fantasy d20 System 
  games.
  Anthropophagi (or, if you prefer “phages”) are 
  created by a virus the government has dubbed 
  X-UGR.
  The Virus (X-UGR)
  X-UGR only reanimates humanoids, monstrous 
  humanoids, and giants. All living creatures should 
  check for infections (see below), but only those 
  three creature types reanimate. The virus kills other 
  creatures outright.
  There are three sources of infection from X-
  UGR. First is the bite of an anthropophage. You 
  will obviously know when this happens. Second is 
  melee combat with an anthropophage. This should 
  never cause infection if the hero is undamaged. 
  Only if the hero has suffered lethal damage and 
  is in melee combat with an anthropophage should 
  you check for infection. Third is contact with an 
  anthropophage destroyed in the last 48 hours. There 
  are two easy steps to prevent infection in this case. 
  Those who cover their skin (including long pants, 
  long-sleeved shirts, and gloves) while handling 
  anthropophage remains and who subsequently 
  destroy that clothing and thoroughly wash up should 
  not check for infection. This third source should 
  rarely affect heroes, and is primarily mentioned here 
  as a way for GMs to continue spreading X-UGR 
  infections through ordinary populations.
  Anyone who encounters one of these three 
  sources of infection must succeed at a Fortitude 
  saving throw (DC = 15 + 1/2 anthropophage’s Hit 
  anthropophagi
  Dice) or become infected. Infection is always fatal. 
  There is no cure. Death occurs after 12 hours, and 
  reanimation as an anthropophage after 24 hours. 
  As a result, GMs should strongly hint to heroes that 
  there is something very wrong with that “cannibal” 
  they’re about to punch, kick, club, or stab. 
  Some groups may enjoy the role-playing 
  experience of knowing that the clock is ticking 
  away the time before a former team member rises 
  from the grave and begins mindlessly attacking 
  former friends. Some may, in fact, enjoy one-shot 
  “survival horror” games where an outbreak begins 
  in an isolated place (like an Arctic research station 
  or a cruise ship) and the heroes see how long 
  they can survive the experience. Make sure your 
  players are comfortable with such a game before 
  you run it.
  Template Traits
  “Anthropophage” is a template that can be added 
  to any humanoid, monstrous humanoid or giant 
  (referred to hereafter as the base creature). It uses 
  all the base creature’s statistics and special abilities 
  except as noted here.
  Anthropophagi look like the base creature, 
  including the wounds it suffered in the course of 
  gaining its infection.
  Challenge Rating: Same as the base creature 
  +1.
  Type: The base creature’s type changes to 
  undead (see Chapter Eight: Friends and Foes of 
  the d20 Modern rulebook).
  Hit Dice: Change all hit dice to d12 and 
  recalculate hit point totals.
  Speed: If the base creature could fly, its 
  maneuverability drops two categories. If this 
  reduces maneuverability below clumsy, the 
  creature can no longer fly.
  Defense: The anthropophage gains a natural 
  armor bonus to Defense based on its size (but 
  use the base creature’s natural armor bonus if it’s 
  higher): Tiny or smaller +0, Small +1, Medium-
  size +2, Large +3, Huge +4, Gargantuan +7, and 
  Colossal +11. It retains the benefit of any class-
  based bonus to Defense.
  Attacks: An anthropophage has two slam 
  attacks and a bite attack in addition to any natural 
  attacks of the base creature. It loses all weapon 
  proficiencies and manufactured weapon attacks.
  Damage: Table 8-16: Undead in the d20 Modern 
  Roleplaying Game lists damage done by undead 
  according to size. Use this to determine the 
  damage done by the anthropophage’s slam and 
  bite attacks.
  Special Qualities: An anthropophage loses all 
  of the base creature’s supernatural and spell-like 
  qualities. An anthropophage may retain any or all 
  
  of the base creature’s extraordinary abilities at 
  the GM’s discretion. Note that Talents from heroic 
  base classes are considered extraordinary abilities 
  unless specifically noted otherwise. In addition to 
  gaining the undead type, an anthropophage has 
  the following special qualities:
  Blindsight (Ex): Anthropophage’s have 
  extraordinarily keen senses, beyond the 
  explanation of current research. These senses 
  have a 60-foot radius.
  Create Spawn (Ex): Once a victim is infected 
  (see The Virus, above), there is a chance that she 
  will become an anthropophage. Because they 
  strongly prefer living flesh, anthropophagi will stop 
  damaging a body once it begins to cool. Anyone 
  who fails a massive damage check caused by an 
  anthropophage’s attack lost too much flesh while 
  alive to reanimate. Others, however, rise again 1 
  day later.
  Improved Grab (Ex): If the anthropophage hits 
  with both slam attacks it deals normal damage 
  and attempts to start a grapple as a free action, 
  doing so without provoking attacks of opportunity. 
  No initial touch attack is required. It can use this 
  ability against creatures it size and smaller. A Small 
  or smaller creature using improved grab does not 
  apply its grapple modifier to its grapple check.
  The anthropophage has the option to conduct 
  the grapple normally, or simply use its hands to hold 
  the opponent. If it chooses to do the latter, it takes a 
  –20 penalty on grapple checks but is not considered 
  grappled itself; it still threatens an area, and can use 
  its remaining attacks against other opponents.
  When an anthropophage gets a hold after an 
  improved grab attack, it pulls the opponent into 
  its space. This act does not provoke attacks of 
  opportunity. The anthropophage is not considered 
  grappled while it holds the opponent, so it still 
  threatens adjacent squares and retains its Dexterity 
  bonus. It can even move, provided it can drag the 
  opponent’s weight.
  Limited lifespan (Ex): An anthropophage not 
  in cryogenic suspension simply stops functioning 
  in 3 to 5 years. The remains begin to decompose 
  normally once it stops functioning.
  Scent (Ex): Anthropophagi can tell the difference 
  between living and dead flesh by smell from a 
  considerable distance, and have been known to 
  hunt by scent. See Chapter Eight: Friends and 
  Foes of the d20 Modern Roleplaying Game for the 
  rules on Scent.
  Variant cold effect (Ex): Anthropophagi do 
  not suffer cold damage from attacks. Instead 
  they suffer as if from the effects of a slow spell. 
  After exposure to cold sufficient to damage a 
  character (see The Environment in Chapter Seven: 
  Gamemastering of the d20 Modern Roleplaying 
  Game), treat an anthropophage as unconscious to 
  represent it being inactive. One hour after removing 
  the anthropophage to a warmer environment, it 
  “regains consciousness” and 
  begins functioning again.
  Wounding (Ex): An 
  anthropophage’s saliva 
  contains an anti-coagulating 
  agent. Damage from an 
  anthropophage’s bite continues 
  to do 1 point of damage every 
  round. Wounding from multiple 
  bites is cumulative, so a hero 
  who is bitten twice suffers 2 
  points of damage per round. This 
  wounding can only be stopped 
  by surgery (DC 20 Treat Injury 
  check using a surgery kit).
  Allegiances: Anthropophagi 
  lose all previous allegiances.
  Saves: An anthropophage’s 
  saving throw bonuses are as the 
  base creature, modified by new 
  ability scores.
  Action Points: Anthropophagi 
  never have action points.
  Reputation Bonus: 
  Anthropophagi have the 
  reputation bonus of the base 
  creature. If they are recognized, 
  it is as the base creature and not 
  as an anthropophage.
  Ability Scores: An 
  anthropophage has the Dexterity score of 
  the base creature, maximum 10. It has the 
  Intelligence score of the base creature, maximum 
  3, and it has the Charisma score of the base 
  creature, maximum 6. Like all undead, it has no 
  Constitution score.
  Occupation: An anthropophage retains the 
  base creature’s starting occupation. Obviously 
  anthropophagi don’t hold down jobs, but keeping 
  this helps track skill point expenditures.
  Skills: The anthropophage loses all Intelligence- 
  and Charisma-based skills. They also lose all 
  Wisdom-based skills with the exceptions of 
  Listen and Spot. Anthropophagi have no ability to 
  communicate, so they lose all ability to read, speak, 
  or write languages. They use the base creature’s 
  skill totals for any remaining skills, modified by 
  changes to ability scores and loss of feats.
  Feats: Anthropophagi only gain feats based 
  on their Hit Dice. They gain additional feats from 
  the base creature being human, but they do not 
  retain bonus feats from classes. They lose all the 
  base creature’s feats and replace them with feats 
  from the following list: Multiattack, Power Attack, 
  Improved Grapple (see below; anthropophagi 
  ignore the prerequisites), Toughness. This list is 
  in the order that anthropophagi gain the feats, so 
  a formerly human anthropophage starts getting 
  Toughness at 6 HD, and other anthropophagi start 
  getting it at 9 HD.
  Head Shots
  A modern conceit for undead crea-
  tures is that they can only be killed 
  by shots to the head. If you want to 
  model this ability for undead in your 
  game (including anthropophagi), 
  we suggest the following rules.
   
  Undead reduced to zero hit 
  points aren’t destroyed, but are 
  effectively exhausted (move at 
  half speed, can’t run or charge, 
  take a -6 penalty to Strength and 
  Dexterity). Undead that suffer 
  more than twice their hit points in 
  damage are so hacked up as to be 
  effectively destroyed.
   
  When applying a template to 
  create undead, keep a note of the 
  Constitution score they had in life. 
  The Constitution score drops by 
  -2 every year and the undead is 
  completely, finally dead when its 
  Constitution score drops below 1.
   
  Undead that suffer more 
  damage than their Constitution 
  score automatically fail their 
  Massive Damage checks and 
  are considered destroyed. This 
  represents the possibility of shots 
  to the head, without introducing a 
  hit location chart.
   
  If you use this variant, increase 
  the Challenge Rating of your 
  undead by +1.
  
  Possessions: Anthropophagi continue wearing 
  the clothing they had on when they reanimated. In 
  some cases, this may include equipment worn on 
  the body (e.g., backpacks and their contents, body 
  armor, or pistols in holsters).
  New Feat
  This feat is adapted from version 3.5 of the Player’s 
  Handbook.
  Improved Grapple
  You are skilled at grappling opponents.
  Prerequisites: Dex 13, Brawl, Improved Grab.
  Benefit: You do not provoke an attack of 
  opportunity when you make a touch attack to start 
  a grapple. You also gain a +4 bonus on all grapple 
  checks, regardless of whether you stared the 
  grapple.
  Normal: Without this feat, you provoke an attack 
  of opportunity when you make a touch attack to 
  start a grapple.
  Bonus Feat: Improved Grapple is a bonus feat 
  for the Strong Hero, Tough Hero, and Martial Artist 
  advanced class.
  Sample Anthropophagi
  Low-Level Anthropophage (former mechanic): 
  CR2; Medium-size undead; HD 2d12; hp 13; Mas—; 
  Init –1; Spd 30 ft.; Defense 12, touch 10, flat-footed 
  12 (-1 Dex, +1 Strong, +2 natural armor); BAB +1; 
  Grap +3; Atk +3 melee (1d6+3 bite plus wounding); 
  Full Atk +3 melee (1d6+2 bite plus wounding) and 
  +1 melee (1d6+2, 2 slams); FS 5 ft. by 5 ft.; Reach 
  5 ft.; SQ 60 ft. blindsight, create spawn, improved 
  grab, infection (DC 16), limited lifespan, scent, 
  undead, variant cold effect, wounding; AL none; SV 
  Fort —, Ref –1, Will +2l AP 0; Rep +1; Str 14, Dex 8, 
  Con—, Int 3, Wis 12, Cha 6.
  Occupation: Blue collar (class skills: Drive, 
  Intimidate).
  Skills: Drive +1.
  Feats: Multiattack, Power Attack.
  Ogre Anthropophage: CR 3; Large undead; HD 
  4d12; hp 26; Mas—; Init –1; Spd 40 ft.; Defense 
  13, touch 8, flat-footed 13 (-1 size, -1 Dex, +5 
  natural); BAB +3; Grap +12; Atk +8 melee (1d8+7 
  bite plus wounding); Full Atk +8 melee (1d8+5 
  bite plus wounding) and +6 melee (1d8+5, 2 
  slams); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ 60 ft. 
  blindsight, create spawn, improved grab, infection 
  (DC 17), limited lifespan, scent, undead, variant 
  cold effect, wounding; AL none; SV Fort—, Ref +0, 
  Will +1; AP 0; Rep +0; Str 21, Dex 8, Con—, Int 3, 
  Wis 10, Cha 6.
  Skills: Climb +4, Listen +2, Spot +2.
  Feats: Multiattack, Power Attack.
  High-Level Anthropophage (former police 
  officer): CR 10; Medium-size undead; HD 
  10d12+3; hp 68; Mas—; Init +0; Spd 20 ft.; 
  Defense 21, touch 16, flat-footed 21 (+0 Dex, +3 
  Strong, +3 Dedicated, +2 natural armor, +3 special 
  response vest [non-proficient]); BAB +8; Grap +11; 
  Atk +11 melee (1d6+4 bite plus wounding); Full 
  Atk +11 melee (1d6+3 bite plus wounding) and +9 
  melee (1d6+3, 2 slams); FS 5 ft. by 5 ft.; Reach 5 
  ft.; SQ 60 ft. blindsight, create spawn, improved 
  grab, infection (DC 20), limited lifespan, scent, 
  undead, variant cold effect, wounding; AL none; SV 
  Fort—, Ref +2, Will +6; AP 0; Rep +3; Str 16, Dex 
  10, Con—, Int 3, Wis 14, Cha 6.
  Occupation: Law enforcement (class skills: 
  Drive, Intimidate).
  Skills: Climb +0*, Drive +10, Spot +6, Swim +4. 
  *Includes –6 penalty for special response vest.
  Feats: Improved Grab, Improved Grapple, 
  Multiattack, Power Attack, Toughness.
  Adventure Seed
  Here’s a short adventure seed that incorporates 
  anthropophagi into games set in the modern era.
  The Setup 
  Frank LeStrae lived near Altus, Oklahoma. He 
  worked for various companies bringing natural 
  gas up from the Anadarko Basin starting when he 
  was 16. Most recently he worked for the Arkansas-
  Louisiana Gas Company. He married his high school 
  sweetheart, Edith, when they were 18. He served 
  in the United States Navy during the Vietnam War. 
  They had two sons, Greg and Andrew. Frank was 
  checking a well-head a few days ago when he was 
  attacked and killed by a wild animal.
  Except it wasn’t a wild animal, it was an 
  anthropophage escaped from an experimental 
  facility deep beneath a military base across the 
  state border in Texas. His distraught widow and 
  his two adult sons were present in the funeral 
  home when Frank re-animated. Edith convinced 
  the boys that their father hadn’t really died, and 
  was confused and upset because he woke from 
  his “comer” in a funeral home. They subdued the 
  anthropophage, but not before it bit the funeral 
  home director and Andrew. They took it back to 
  Edith’s home and confined it in the storm cellar.
  What happens next is an outbreak. Andrew 
  LeStrae and the funeral director, Edward 
  Simkowicz, die within twenty-fours of being bitten, 
  in Altus’ only hospital. When they reanimate, 
  they infect several other people who also die and 
  reanimate. The population (21,447 in the year 
  2000), and tourists visiting the Quartz Mountain 
  State Park, Wichita Mountain Wildlife Refuge, and 
  the Red River area, are now at risk.
  The “men in black” came to Altus AFB and 
  recaptured the escaped anthropophage without 
  incident (they confined it in a cage in a specially 
  guarded hangar on the base), but didn’t connect it 
  with the attack on Frank LeStrae. Even when they 
  
  become aware of the spreading ring of vicious 
  “animal” attacks around the hospital, they have no 
  reason to connect them with Frank’s death. They 
  use draconian measures to contain the outbreak, 
  spreading a story about an unidentified disease, 
  blockading the roads, and sending patrols to hunt 
  for “vectors.” Even though they know the real 
  threat, they aren’t immune to X-UGR, and even 
  some of them become infected.
  Involving the Heroes 
  Heroes could get involved for any number of 
  reasons.
  • Department-7: However you define 
  Department-7 in your game, it can assign 
  heroes to investigate the cordon of silence 
  around Altus. This is a good introduction for 
  any heroes of any level.
  • The Center for Disease Control (CDC): 
  The Air Force is stalling and misdirecting 
  the CDC, but its Atlanta headquarters 
  is less than a thousand miles away and 
  could easily dispatch an investigatory 
  team when it loses patience with the lack 
  of interagency communication. A team of 
  heroes, of any level, composed of scientists 
  and investigators, is a good fit for a CDC 
  introduction to this situation.
  • Local Law Enforcement: Whether the Altus PD, 
  the Jackson County Sheriff’s Department, or 
  the Oklahoma State Police, law enforcement 
  is going to get pretty angry when the Air Force 
  takes over. This is an excellent hook for heroes 
  with military or law-enforcement training and 
  low- to middle-levels.
  • Air Force: The United States Air Force is 
  made up of much, much more than just 
  pilots. The 97th Air Mobility Wing, stationed 
  at Altus AFB, includes air traffic controllers, 
  medical personnel, security specialists, 
  mechanics, technicians, and more. Not all of 
  them know the truth about what’s happening 
  in town, and don’t understand why the town 
  is off-limits. They resent these plainclothes 
  operatives from Texas just showing up and 
  taking over their base. They have friends 
  and loved ones in Altus and want to check 
  on them. This is a good hook for almost any 
  kind of hero of any level.
  • Residents and Tourists: Even a single 
  anthropophage is a significant threat to a 
  1st-level hero, but if you manage encounters 
  carefully (and if heroes are willing to spend a 
  lot of time running away from danger), this is 
  a good hook for that moment when ordinary 
  people become heroes.
  • Arkansas-Louisiana Gas Company: The 
  Anadarko Basin is one of the largest natural 
  gas reserves in North America. The ALGC 
  will not be happy with any interference with 
  its operations, which this outbreak and the 
  government intervention certainly are. They 
  could hire investigators, mercenaries, or (if 
  you want to model the most humanitarian side 
  of the company) medical personnel. This is a 
  good hook for mid-level heroes.
  Developments 
  For low-level heroes, this adventure is all about 
  survival. Getting information about what’s really 
  going in Altus will quickly become secondary to 
  getting on the far side of the security cordon.
  For mid-level heroes, this adventure should be 
  about rescuing survivors in Altus and getting as 
  many as possible to safety. Safety might mean 
  the top of a tall building (after destroying all the 
  stairs and fire escapes), a reinforced storm cellar, 
  a church, or it might mean the Air Force (if not the 
  men in black).
  For high-level heroes, this adventure is all 
  about ending the threat. Regardless of the number 
  of anthropophagi, high-level heroes should be 
  shooting them, hacking them up, and exploding 
  them. Of the three levels of heroes, the high-level 
  ones should be most interested in the elusive 
  “patient zero,” Frank LeStrae. Frank is still in that 
  storm cellar, and occasionally escapes, starting 
  outbreaks all over again…
  A campaign could start in Altus, or have its 
  direction changed by it. After Altus, it is about 
  staying out of the government’s clutches while 
  trying to alert the world to the anthropophage 
  threat. As heroes advance in levels, they become 
  more involved in defending others from outbreaks 
  and eliminating the sources of infection no matter 
  how secure the installation that contains them.
  Anthropophagi 
  The low-level anthropophage sample presented 
  above is ideal for Frank LeStrae. Chapter Eight: 
  Friends and Foes in the d20 Modern Roleplaying 
  Game presents many ordinary archetypes 
  appropriate for this adventure, including thugs, 
  mechanics, police officers, gang leaders, gang 
  members, criminals, taxi drivers, drug dealers, 
  crime lab technicians, politicians, and reporters. 
  You can use terrorists to represent the personnel 
  at Altus AFB. Menace Manual, however, provides 
  numerous additional archetypes that can more 
  accurately represent the people of Altus, Altus AFB, 
  and Jackson County.
  
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  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Re-
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  Game Content using the name of any Contributor unless You have writ-
  ten permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days 
  of becoming aware of the breach. All sublicenses shall survive the termi-
  nation of this License.
  14. Reformation: If any provision of this License is held to be unenforce-
  able, such provision shall be reformed only to the extent necessary to 
  make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002, Wizards of the 
  Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Col-
  lins, and JD Wiker.
  Anthropophagi, Copyright 2003, The Game Mechanics, Inc.; Author: 
  Rich Redman
  open game license
  Designation of Product Identity: 
  The Game Mechanics company name and logos, all artwork, trade dress, and graphic design elements. This does not include elements that already 
  appear in the Modern System Reference Document and are already Open Game Content by virtue of inclusion there. 
  Designation of Open Game Content:
  All text portions which are not Product Identity. Note that Open Game Content is still copyrighted material, and any use of Open Game Content from 
  this publication must be accompanied by the following: “Anthropophagi, Copyright 2003, The Game Mechanics, Inc.; Author: Rich Redman”
  Open Game License Version 1.0a
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/The Game Mechanics/Anthropophagi.pdf