Chittering Dead

The sound is what gives them away, if you know to listen for it. Wind moving through the tall forests of the Rust Empire carries a faint clattering, a dry percussion like a wooden wind chime made from bones. It comes from above. Most survivors hear it and think nothing of it, because the sound is quiet and the source is sixty feet up in the canopy. By the time they understand what they are hearing, the Chittering Dead are already falling.
  They are barely zombies in the conventional sense. Where most undead retain enough muscle mass to shamble, lunge, or drag themselves toward prey, the Chittering Dead are stripped down to near-skeleton: bony frames with long claws and just enough sinew to hold the joints together. They look like something the Infection animated out of spite, too far gone to walk properly but still capable of one crucial action. They climb. They scramble up tree trunks and building faces with those long claws, hauling themselves into the canopy or onto rooftops, and then they stop moving entirely.
  Dozens of them gather in the same tree, locking their claws into branches with a death grip that holds even as the bodies decompose around it. They hang there, motionless, swaying when the wind pushes them. The clattering sound is their bones knocking against each other and against the branches, a sound so much like natural forest noise that it blends into the background. They wait. They are very patient.
  When something alive passes beneath the tree and makes enough noise to trigger whatever remnant of hunting instinct the Infection left them, they let go. All of them. The swarm drops from the canopy in a mass of claws and hollow bones, and the fall itself is the weapon. Sixty feet of dead weight hitting a target does damage that the skeletal bodies could never manage on the ground. What survives the impact drags itself forward to feed, but by that point the prey is usually already broken.
  They are the Rust Empire's regional answer to the East Coast's 13th Story Ghast: undead adapted to vertical environments, using height and patience instead of speed or strength. The tall forests of the Pacific Northwest give them all the elevation they need, and the dense canopy hides them from casual observation. Reclaimers and traders moving through forested stretches learn to watch the treetops and listen for the chime. Silence in a Chittering Dead grove means the wind has died. It does not mean the trees are empty.

Basic Information

Anatomy

The frame is skeletal in the most literal sense. Whatever soft tissue the body once carried has desiccated and shrunk, leaving bones prominent at every joint and along the spine. The ribcage is visible through papery skin, the limbs thin enough that the joints look oversized by comparison. They resemble Hunters in one respect: the elongated claws, darkened and hooked at the tips, designed for gripping rather than slashing. In every other respect, they are closer to animated skeletons than to the muscular predators the Hunter classification implies.
  When gathered in tree branches, their appearance is deeply unsettling in a way that has little to do with individual bodies. Dozens of desiccated corpses locked into the canopy, limbs tangled with branches, swaying in unison when the wind catches them. The sound they produce, bone and dry sinew striking wood and each other, carries a surprising distance through the forest. From below, they can be mistaken for deadfall caught in the branches, at least until the wind shifts and the scale of the cluster becomes clear.

Behaviour

The Chittering Dead do not hunt. They do not patrol, do not wander, do not pursue. Their entire behavioral repertoire consists of three actions: climb, wait, fall. They ascend trees and tall structures using their elongated claws, lock themselves into position with a grip that outlasts the tissue holding it together, and remain motionless until prey triggers the drop.
  The trigger appears to be noise. Loud footsteps, conversation, the crack of a branch underfoot. When enough sound accumulates beneath a populated tree, the Chittering Dead release their grips simultaneously and fall as a swarm. The coordination is not tactical; it is reactive, each corpse responding independently to the same stimulus. The result looks coordinated because they are all in the same tree responding to the same sound. After the fall, survivors are slow and clumsy on the ground, dragging themselves toward anything still moving with the same minimal effort that characterizes everything about them. The threat is the drop itself. On the ground, they are barely functional.
Threat Class
Undead (Zombie)
Threat Level
Moderate to High
Habitat
Tall forests, Rust Empire
Variant Of
Regional (cf. 13th Story Ghast)
Type
Zombie / Undead

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