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"Braaaaaaainssssss"
The lifespan of a zombie is by necessity short. The flesh the zombie pathogen controls is not fully preserved by its presence, and eventually decay sets in. The flesh putrefies and rots, softening to the point that eventually the muscles begin losing their ability to move effectively and the zombie approaches the end of its "useful" lifespan. Before that time comes, however, the zombie has become a Spoiler - a weaker, less-powerful version of the common zombie. The primary reason they are hated, however, is because they live up to their name. Almost any contact with a Spoiler leaves a slimy film of ichor and infectious decay on whatever it has touched. Physical impact against them will produce a spray of clotted blood and rotten flesh all around, coating melee weapons and exposing nearby survivors to the risk of infection.
Worst of all, they otherwise behave exactly like zombies - throwing their useless limbs against barricaded doors, clawing against windows, swiping at the living... All the while spreading their infectious filth everywhere near them. Should a Spoiler make it into a survivor's safehouse, it almost invariably must be abandoned. The sheer mass of tainted, viral contamination it can spread through its confines renders the area essentially inhospitable to the living.
Combat
Standard zombie tactics. Attacks closest target.
Spoiling Fever: Contact Disease. DC 13 Fortitude Save. Initial Damage: 1d3 Dexterity; Secondary: 1d3 Constitution
Rotting Spread: Once every per encounter, the Spoiler may flood the entire area in a 5 ft. radius with infected fluids, causing a DC 13 Fortitude Save to avoid contracting Spoiling Fever.
Horrible Stench: The Spoiler has a 20 ft. radius aura that causes Sickness to those who fail a DC 13 Fortitude Save. If you succeed on the save, you cannot be affected by the same Spoiler's scent until you've been out of the 20 ft. radius for 5 minutes.