In some lands, mink are trapped for their luxurious fur. In others, these sleek and slender predators may be farmed for the same purpose; and, in yet others, mink are turned loose to multiply to keep down the numbers of rats and other vermin, sometimes to the point of becoming vermin themselves.
But in the end, the mink are tossed away, one way or another, with or without their soft and gleaming coats. Killed in their numbers, the creatures are discarded and left to rot without a second thought.
That is sometimes a very, very bad idea.
Sometimes, the mink don’t stay gone.
You wouldn’t want to wear one of these.
And they don’t arrive alone.
Zombie Mink: Bloating with death, sporting clotted fur or bare necrotizing muscle, this small horror bares needle-like fangs and a burning witchfire in its empty eye sockets.
Zombie Mink: AC 5 , HD 1-1** (3 hp), Att. 1 x bite (1d6), THAC0: 19 , MV 150′ (50′), Saves: D 12, W 13, P 14, B 15, S 16, Morale 10, Align: Chaotic, XP 7, NA 4d8 (6d12), TT: None
> Undead: Vulnerable to turning
> Burn The Infestation: Double damage from fire
> Infravision: 40′
> Leech: Upon a successful attack, locks onto victim and drains blood, automatic 1 hp damage per round until target dead or ferret is destroyed
> Plaguebearer: Bite has 2-in-20 chance of infecting the target (save vs poison). The disease has a 2-in-4 chance of being deadly (die in 1d12 days). Otherwise, the victim is sick and bedridden for a month.
Zombie Mink: HD 1-1, one bite 1d6 (+ 1 each moment until removed or destroyed), CON test or contract disease (second CON test or OoA in 1d12 days), undead, double damage from fire
Zombie Mink: [Minor] B 4, A 9, P 6; Essence 1; 1 Armour Point; damage 1d4
– double damage from fire, light
– successful attack: 1 Ess/turn until removed or destroyed
– Body test or catch disease from bite (Body, Alacrity halved for month; second Body test to survive, then roll on Death effects table)