Friday, March 6, 2026

Resurrecting the PSEUDO-UNDEAD - Part Two: Vampires and Zombies.

The Omega Man (1971).

Base monster is the Normal Human.

Pseudo-Vampires and -Zombies are variants of their prototype, another way of representing the monster, rather than a reimagining or a mimic.

The Pseudo-Vampire has existed as long as science, and then science-fiction (Richard Matheson's I Am Legend in 1954 and adaptations prior to 2007 are key texts here), has tried to explain them. 

The Pseudo-Zombie is the zombie as popularised/portrayed by The Serpent and the Rainbow, and/or White Zombie (1932) - zombification of the living, rather than the reanimation of the dead (despite the theatre, and any claims made).

*For extra-optional.

Pseudo-Vampires.

Pseudo-Vampires are Afflicted: infection/infectious (tainted blood or soil; animal bite; even a magical curse) or hereditary ("short-bowel syndrome" from In the Drift; haemophilia in European royal families; even a magical curse). 

There is no hard line between the types, so a hereditary Pseudo-Vampire could engender a new one through their bite, and that one could go on to have Pseudo-Vampire babies. Muddled or separated; a world-building choice. There's even room for Bloodlines.

The level of Affliction varies, strain to strain, individual to individual, but adds up to something like d3 stages each of Allergy (to silver and/or garlic), Nocturnal/Heliophobic, and Weakness/ Fatigue or Stat Damage (if they fail to consume enough blood, or enough human blood).

The degree of Affliction might be static in the individual/strain, or become more intense over time/ down the generations. 

They have none of the special abilities associated with undead vampires. Some minor special abilities could derive from but by no means balance-out their Afflictions (e.g. allergy to garlic might be because of a heightened sense of smell; being blinded in sunlight might give improved low-light vision).

Pseudo-Skeletons and Pseudo-Poltergeists regard them as another sort of 'Mud Men', if they know about them at all. Pseudo-Undead is a convenience category, not a polity.

Normal Humans regard them superstitiously, as being monstrous predators/ suitable scapegoats. As well as the characteristics of their Affliction, Pseudo-Vampires can have none or any/many of the distinctive features associated with vampires.

Even in a society that tolerates their existence, they might be despised outcasts (compare with the ab-dead of High Cromlech on Bas-Lag).

Further Elaboration.


*Aging.

As long as they maintain a diet of (human) blood and/or nocturnal/subterranean existence, Pseudo-Vampires can have extended lifespans (e.g. +10% per age band, per 1e AD&D aging rules). 

They can also have 'eternal youth': they remain the same age as when they were Afflicted (or as determined by the details of their Affliction). Their lifespan is not extended, and they revert to their real age on death or being unable to maintain a diet of (human) blood.

Or, they could have a Cadaverous Appearance, which is either abated or intensified by drinking blood.

*Blood Diet.

A diet of animal blood will sustain a Pseudo-Vampire, but their rate of natural healing is 10% of normal if they do not regularly supplement/replace it with human blood.

Human blood could be intoxicating to a Pseudo-Vampire. Narrative/mechanical effects as a dose of any of the following: sleeping draught, soma, cordial, cough medicine, emboldening vapours (smelling salts), aphrodisiac, emboldening vapours (stimulant), philtre.

If their Affliction includes "short-bowel syndrome", any food other than blood, milk and raw eggs is either emetic or purgative (same source as intoxicants).

*Renfields.

Pseudo-Vampires have disadvantage/penalty or auto-fail on saves vs. Vampire charm.

Or are subject to BECMI undead Liege-Pawn control by Vampires, if not other sapient undead.

They may also act as willing familiars to Vampires on the promise of conversion to full Vampire status.


Pseudo-Zombies.

Pseudo-Zombies are Afflicted: cursed, drugged, hypnotised, infected. 

The Affliction is like being under a permanent feign death/feign undead spell. The effect can be magical or non-magical - this is still a fantasy game/world, isn't it?

The initial Affliction can take effect instantaneously, or up to d3 days later, at which point the character falls into a cataleptic state.

They remain in this state, indistinguishable from death, for max. 2d4 days, or until the Afflicter (if it was deliberate) calls/comes for them, at which point they rise as a Pseudo-Zombie.

The original character can hear, smell and understand what is going on around them, but cannot act on this information: they are locked away, becoming a monster NPC. 

Common characteristics of the Pseudo-Zombie:

  • Actions, attacks, movement and Hit Dice as a regular Zombie.
  • Damage by weapon or d2 per unarmed blow; can grapple and strangle.
  • Ability Scores as follows: Dexterity 6, Intelligence 3, Wisdom 3, Charisma 3.
  • Feels no pain: halve all non-lethal damage.
  • Feels no emotion: Morale 12; no chance of going berserk; unaffected by non-magical fear etc; advantage/bonus vs. magical fear etc.
  • 75% chance of being mistaken for undead by other undead (mindless undead will not attack unless commanded; sapient undead, initial reaction is indifferent/neutral).
  • Aging, bleeding (but not blood-drain), hunger/fatigue, natural healing and air/oxygen consumption at 10% the normal rate.
    • Likewise, poison/venom takes x10 longer/ is only 10% effective (needs interpretation at the table for system variations).

Pseudo-Zombies have limited capacity for independence and most can be given only simple, single-phrase commands (2e). They do as they're told, to the best of their limited abilities. Could just about fire a hand-gun.

Pseudo-Zombies are usually mute or incomprehensible. Moans, groans, maybe a growl.

*Some are so broken by their Affliction that they must even be commanded to eat and drink (10% chance).

*11% chance the Pseudo-Zombie can understand full-sentence instructions with conditions, and use simple tactics and strategies (2e Ju-ju Zombie). Not very imaginative or spontaneous. Could (re)load a hand-gun; could make a head-shot (or a knee-capping).

Recovery.

It is possible to recover from zombification by removing the Affliction. This could be as simple and traditional as cure disease, neutralise poison or remove curse.

The Affliction could be durational or conditional, and/or might need replenishing or reinforcing periodically. 

There may be a period of convalescence or lasting effects following recovery.

*A Pseudo-Zombie can attempt a heroic feat of willpower each day to allow them up to d3 rounds of free-will/lucidity. This could even allow them to untether their astral body/soul, allowing a level of freedom while the empty flesh remains enslaved.

He's undead, I know, but Simon Garth (esp. set against/alongside Marvel Zombies) is pretty close to what I had in mind.
Boris Vallejo (1973) 

Further Elaboration.


*Activity Cycle.

When the Pseudo-Zombie is inactive (at rest), it is indistinguishable from dead (as for feign death). 

All processes noted above as reduced to 10% are reduced to 1% of normal, if you want that level of book-keeping.

Based on the 24-hour day, activity cycles can be randomised (e.g. 4d4 hours active vs. 2d4 inactive; 3d6 vs. d6; 2d8 vs. d8; d12 vs. d12), or could be a simple division, or marches/watches.

Pseudo-Zombies do not need the same level of rest and nutrition as a Normal Human, but they do need some. However, their master's command can override even this rudimentary self care, up to working them to death.

*Awakened/Thinking Zombies.

A bit of a misnomer.

As above, 11% chance the Pseudo-Zombie can understand full-sentence instructions with conditions, and use simple tactics and strategies.

This is the only clue that this one is any different.

The Pseudo-Zombie retains its knowledge, languages, memories and non-magical special abilities, and an Intelligence of 5-7. It can talk if commanded to, but will not start or carry a conversation. Dexterity 8.

The Awakened/Thinking Pseudo-Zombie is no more or less able to act independently than any other of its kind. Of course, if it was to gain some measure of independence, who knows? 

*Infestation.

15% chance the Pseudo-Zombie host d6 Rot Grubs, which do not find them to be worth eating - some tainting quality of the Affliction. They will be seeking a better host/meal.

It does not have to be Rot Grubs, any sufficiently small monster (pest or otherwise) could be suitable. In general, the infestation does not harm or inconvenience the Pseudo-Zombie.

The flexibility of what the Pseudo-Zombie Affliction is allows for it to be some kind of parasite of itself (cf. Brain Seed, Yellow Musk Creeper, Sea Spawn Minion).

*Sense of Smell.

16% chance of losing sense of smell when Afflicted.

A like chance that the loss is permanent if/once the Pseudo-Zombie recovers.

*Soul Jar.

The Pseudo-Zombie's original essence is kept imprisoned somewhere, usually in a specially prepared object, to secure control over the individual or just because it is a necessary part of the process.

Seizing the soul jar could allow you to seize control of the Pseudo-Zombie, or to magically/psychically attack the zombie master.

Destroying a soul jar does not necessarily free the Pseudo-Zombie; it may in fact doom them, or leave the soul untethered, lost and vulnerable.

*Zombie Masters.

Pseudo-Zombies can be controlled as per the BECMI undead Liege-Pawn system, with the Liege being either the one who placed the Affliction, or any sufficiently powerful and motivated sapient undead.

If the Pseudo-Zombies are Pawns of an undead (or demonic/diabolic) Liege, then they can be Turned (but not Destroyed/Dissolved).

Commentary.

Pseudo-Vampires get the most elaboration in the original MM2 entry, referencing bandits and Pseudo-Vampires interbreeding, with the possibility of other mixes with other Man-Types. I think this suggests that they were the original idea for what became the monster-type, the other varieties being extrapolated.

And Pseudo-Vampires turn up now and again in adventures, but as people pretending to be vampires rather than a named, separate monster. Strahd von Zarovich (at least in 2e Ravenloft boxed set) would pretend he was a half-elf to explain his pointy ears, so half-elves could vice versa.

Vampire with the undead tag removed, the Ravenloft Vampyre is a descendant of the 1e Pseudo-Vampire - though it doesn't look like they can or want to breed with humans. Double-Gotcha if you start mixing them in amongst the Vampires and the Pseudo-Vampires (and half-elf Goths), plus confusion on which is which because of pronunciation.

I've tried to keep the Pseudo-Zombie culturally neutral; avoided typing bokor, houngan, Haiti, and/or voodoo. But you know that's the well I'm drawing from.

In a magical world, it's likely simpler and cheaper to just animate dead to get you some zombies (and these Pseudo-Zombies come with a lot of mechanical baggage), but I like that there should be options for all levels of magic and pseudo-historical periods.

I don't know what zombies are like in the Chronicles/World of Darkness line, but I think the Pseudo-Zombie (esp. with untethered astral body/soul) might make for an interesting/angsty character to play.

The Whisperers from The Walking Dead were another possible direction to take. In fantasy dress, they'd be a necromantic Druid-Ranger culture, with zombie-leather armour and lich-bone knives. Something to think about, anyway.


Wednesday, February 25, 2026

Resurrecting the (1e) PSEUDO-UNDEAD - Part One: Skeletons and Poltergeists (Non-Corporeals).

Pseudo-Undead is a monster languishing since 1e days, appearing only in Monster Manual 2 and a single published module I8 Ravager of Time (#BOSR). 

RAW in MM2: AC, HD, movement and attacks/damage as the mimicked undead, but none of the special abilities. (Ghast stench being the exception). Infravision. Never associate with undead. Neutral Evil. Low to Average Intelligence.

Living things (mortal), potentially even a type of human: Pseudo-Vampires are specified as being able to breed with us; in I8, the Pseudo-Ghasts have been doing likewise.

They are Gotcha Monsters, operating within the context of a/the game, and Stupid Monsters, because they don't make any sense in the context of a world (beyond that a-wizard-did-it). 

I'm using Pseudo-Undead as a category of convenience - I doubt they would refer to themselves as such.

Probably four parts to this series: Skeletons and Poltergeists, then Vampires and Zombies, then Ghasts and Ghouls, then Wights and Mummies 

The base stat-block is Normal Human, or by class.

Pseudo-Skeleton.

Originally excluded, the Pseudo-Skeleton should be the foundation of the Pseudo-Undead, as it provides a common biological dimension lacking in the original entry.

We even find a prototype in the literary canon/ Appendix N - Kreeshkra the Ghoul.

Kreeshkra with hair (Jeff Easley)

Transparent flesh and blood, go naked, so look like intact, free-roaming skeletons. Otherwise much like any other fantasy human society.

You're at -2 to hit them, because it's hard to target their vitals. In darkness, they're 80% invisible (-4 to hit). Cancelled if they dress up or put on armour. Non-magical invisibility so it can't be dispelled.

There also being Ghoul Horses indicates that transparent flesh is a possible stable biological trait within fantasy settings. See also, the Bone Men of Carcosa.

Thus, all kinds of Pseudo-Skeleton are permissible. They all consider themselves, at some level, to be part of the same race, and to have kinship with 'Mud Men' (opaque Normal Humans).

Most variations have no mechanical effect, but increasing the 'to'hit' penalties against those with more of their body being transparent (e.g. Pseudo-Dread, Pseudo-Wichtlin) seems reasonable. As does increasing the % chance of invisibility in darkness.

Pseudo-Skeletons have ultravision rather than infravision, which allows them to see each other (though not magically invisible things). Their experience of each other is that they can simultaneously see all layers, down through the skin and musculature, to the organs and bones, as overlapping spectral images. Their experience of their own transparency is much more complex than ours of them.

Kreeshkra without hair (Jennell Jaquays)

The various armoured/clothed skeletal undead (e.g. Huecuva, Skeleton Warriors) do not have discrete Pseudo-types, it's just that their reasons for going covered are cultural or psychological. 

As a quirk, maybe these individuals are more likely to act like their undead prototype, and/or believe themselves to be so. Maybe that's just what Crypt Things are (they're not explicitly undead in the 1e Fiend Folio).

Pseudo-Penanggalan.

To the Pseudo-Skeletons as Pseudo-Vampires are to Normal Humans, though Pseudo-Skeleton populations are generally more sympathetic to their plight; Nehwonian Ghouls, for example, are (but not wholly) cannibalistic, so might have fewer qualms about someone having a diet of human blood.

Pseudo-Penanggalan skeletons are wholly transparent, but their heads and internal organs are not. Furthermore, they are Afflicted (see Part Two, hopefully soon) as Pseudo-Vampires are.

There is no 'to hit' penalty against them (all their vitals are on show), except in low-light/darkness (80% of -2 to hit).

If they gain dark- or infra-vision through their Affliction, they lose their natural ultravision, further isolating them from their skeletal kin.

Pseudo-Poltergeist.

Like the Invisibles of Stardock might be related to the Ghouls of Nehwon, so the Pseudo-Poltergeist is likely related to the Pseudo-Skeleton. Because the Nehwonian Invisibles are, maybe Pseudo-Poltergeists also face a male fertility crisis.

Pseudo-Poltergeists are permanently and non-magically invisible (-4 to hit them, as long as they are naked), and have ultravision (as above). As long as light-conditions permit, Pseudo-Skeletons and Pseudo-Poltergeists can see (and fight) each other with no penalties.

While no Pseudo-Undead are actually non-corporeal or capable of flight, they walk so lightly as to leave no trace (MM2).

Treat this as a non-magical pass without trace ability, as the spell or Druid class feature. I would also rule that any Pseudo-Poltergeist under (say) 3rd level can only do this at a reduced movement rate, and maybe not at a run/dash until even higher. While they might not need to be completely naked, they do need to be barefoot.

*It wouldn't be unreasonable to give Pseudo-Poltergeist characters some kind of advantage to sneaking, dancing and balancing checks because of this innate, physiological trait. They might also have a reduced chance of setting off pressure-pad traps.

*Pseudo-Poltergeists raise/tame and ride (visible) Griffons, and are maybe the only ones who can. 

What do Pseudo-Poltergeists think of the other, more visible Pseudo-Undead? Of Normal Humans/Mud Men?

Other Pseudo-Non-Corporeals.

All Pseudo-Undead with a non-corporeal prototype are sub-types of the Pseudo-Poltergeist.

The original entry only specifies Pseudo-Wraiths and Pseudo-Spectres, but there's no particular reason there can't be Pseudo-Shadows (variously undead or not across clones/editions/settings), Ghosts, Banshees and so on.

In the end, they're all just slightly-see-through-people. Naked people. Same reasons as Pseudo-Skeletons for dressing up or not.

Pseudo-Non-Corporeals are 80% non-magically invisible in darkness (as a Pseudo-Skeleton) due to their semi-transparency. Pseudo-Wraiths have glowing red eyes, so they are only -2 to hit in darkness.

*Or you could apply adjustments for light conditions similar to the Shade or Shadow Demon/Fiend.

They all have the same non-magical pass without trace special ability as Pseudo-Poltergeists, but not necessarily ultravision.

Faerie fire.

Some Pseudo-Undead produce faerie fire so that we can add Pseudo-Flame Skulls and Pseudo-Fifth Edition Will-o-Wisps. For completism.

Whether or not the faerie fire can be controlled (put out by the individual) is the world-builder's choice. It definitely reduces the benefits of full and/or partial invisibility.

Unless you've decided that Pseudo-Undead are magical creatures, then the faerie fire is also non-magical and cannot be extinguished as for natural or supernatural flames.

Commentary.

My source

Gary did take the time to add them to the wandering monster tables.

There are number of monsters that also roughly fit the Pseudo-Undead category, though often from the Gotcha Monster direction: e.g. Adherers, Drelbs, Needlemen.

Also several monsters that are undead to all intents and purposes, but are declared not to be so they can't be Turned by Clerics.

Some undead switch categories between editions. Crypt Things. Shadows. The Will-o-Wisp is currently undead, but has changed type in pretty much every edition. 

The undead category being so diverse gives a lot of scope for realising all kinds of weird Pseudo-Undead, if that suits you.

Monday, January 5, 2026

Secrets of the Plague Doctors - The Armoury.










https://www.keiththompsonart.com/pages/viraemia.html

Plague Doctors! As dangerous as Skaven and Tinker Gnomes combined!

*Everything here is optional, dependent on the tech-level of the setting and on how established the Plague Doctors have become. 

D&D-adjacent/barely system agnostic.

Armoured Suit.

Equal to BECMI Scale armour (the bridge between Leather and Chain), and has the same special properties as the traditional mask-and-robe already covered in the main entry for the Plague Doctor class.

Provides a +1 to saves and -1 to damage per die to AoE attacks (as for BECMI suit armour).

A full plate version can exist (BECMI suit armour RAW - the ahistorical version).

*Can form the basis for fantasy diving- and vac-suits.

Compounds - Miasma.

Associated with the classic elements of Air and Earth, miasma is the foundation of chemical/gas as well as germ warfare in the fantasy setting.

Unprocessed miasma has all the general properties of a stinking cloud cast at lowest level,  plus exposes those in the AoE to the associated disease. 

It is most readily harvested from purulent corpses and plague pits, and most people are happy to let the Plague Doctors get on with it, rather than dig into their secrets.

Addition of phlogiston can make a miasma mixture that it lighter than air. 

*It's up to you whether this mixture is dangerously flammable or perfectly safe.

All types of miasma can be neutralised by contact with universal solvent in sufficient quantity/proportion. Also, cure disease (Plague Doctors hate this one weird trick).

Can be delivered as grenade-like missiles or by Hygienic Patented Pneumatic Applicator. You need to rinse out the Pneumatic Applicator with universal solvent between miasma loads (this does not affect reload time).

Anti-Phlogiston: Fire extinguisher (Earth smothers Fire).

Instant on normal fire; normal probability per round for phlogiston; allows a new save at advantage/bonus and -1 damage per die for dragon/magical fire - though you decide if it's actually enough to put it out.

Fire monsters suffer (radiant/cold) damage equal to being hit by Dragon's Fire (see below).

Cannot be made lighter than air, as this would require the addition of phlogiston.

"Cloak of Fear": Brand name for fear gas.

Effect last while in the AoE and for d3 rounds afterwards; all saves vs. fear, horror etc and Morale Checks are at disadvantage/penalty.

*A scarecrow-themed Plague Doctor seems a good candidate for developing a more effective fear gas.

Concentrate: Ancestor of riot foam.

Equivalent effect to the spit of the Cave Locust, Giant

Cannot be made lighter than air, as its effectiveness comes from its concentrated substance - treat as (AD&D) Green Slime, rather than stinking cloud.

"Fog of War": Brand name for blinding gas.

A clinging gas that cause temporary blindness to those unprotected in the AoE and for d4+1 rounds after they leave/it dissipates.

The Plague Doctors also produce eye-drops (dilute universal solution) that will clear the eyes on the round following application. 

Frenzon: Failed experimental prototype intended to remedy broken morale on the field.

Anyone unprotected in the AoE and for d3 rounds afterwards is subject to uncontrollable hideous laughter. 

A failed Morale Check during this time triggers berserker frenzy, rather than retreat.

Subjects report vivid nightmares over the following d6+1 nights.

"Plague Wind": Brand name for disease gas.

Anyone in the AoE or targeted/splashed is exposed to a disease at double normal chances of infection, with an incubation period of 1-6 turns. Check each round of unprotected exposure.

Anyone infected is a carrier, but further instances of the disease are at normal rates of infection and incubation.

Compounds - Phlogiston.

The elemental form spontaneously and instantly combusts in contact with air. It is counterintuitively unreactive to flame/heat and has a very low flash/burn temperature.

Mix it with other ingredients, however, and it can quickly get out of control.

In terms of magical/scientific understanding, phlogiston is associated with the classic elements of Air and Fire.

The Plague Doctors ruthlessly maintain their monopoly on the practical secrets of phlogiston. Their covert/plausibly deniable operations to maintain this are not so covert and deniable as to encourage persistent outside research.

The three substances below are the most common applications of this discovery. They can be delivered as grenade-like missiles or by Hygienic Patented Pneumatic Applicator.

Alchemist's Fire: Dungeoneer's Molotov; this is your basic burning oil as featured in most pseudo-medieval fantasy settings. 

Its main advantage over standard burning oil is that it is half the encumbrance.

It must be lit on fire.

Dragon's Fire: Dungeoneer's Greek Fire.

Twice as hard to extinguish (by whatever methods) and twice as fast/likely to spread as normal fire/burning oil; +1 to damage per damage die.

It must be lit on fire, but can be done so even if wet, as long as it is not completely submerged.

Hell's Fire: Dungeoneer's napalm. 

Contains components of miasma, so can be spoiled by universal solvent.

It ignites on contact with the air and will burn underwater (so ingenuity makes an aquatic flamethrower possible).

Twice as fast/likely to spread as normal fire/burning oil, and can only be extinguished with anti-phlogiston, magic or letting it burn out naturally; +1 damage per damage die.

If you are the target of or are splashed with Hell's Fire, you also suffer d3 acid damage per round until the fire is extinguished.

Devices.

Flit Gun: Weaponised clyster/ an old-fashioned bug spray from the old-fashioned cartoons.

Max. 1 charge - which comes in a handy screw on/off cannister.

Two-handedfouls/misfires like a firearm, but you can just replace the cannister as a normal reload to correct this.

Spray or cloud, but it's only 5' range/AoE - you will be caught in the splash, so wear your beaky mask and hazmat suit.

Hygienic Patented Pneumatic Applicator: Medical grade flamethrower.

Max. 6 charges, but randomise in secret as the mixture and the process are inconsistent: d6 for a single or untrained operator; d3+3 for a team of 2 Plague Doctors.

It is bulky, heavy, two-handed and misfires/fouls like a firearm. Potential to explode (AoE and damage depends on how many charges left).

It is slow to reload, even with a crew of 2; otherwise, it takes twice as long.

One charge can produce a 20' line/cloud (depends on substance), but d3 charges must be expended to produce a 20' cone.

A line target is the centre of a splash effect; everyone in a cone is a target, no splash.

Basic damage for the flamethrower is 2-12 (or as appropriate for burning oil in the setting/system), adjusted for whether it's Alchemist, Dragon or Hell's Fire

Dragon's Fire needs to be rinsed out with universal solvent for each reload, or the chances of misfire/fouling are doubled (this does not affect the reload time).

Because of its pre-burn consistency, Hell's Fire doubles the chance of misfire/fouling, but does not need to be rinsed out between uses.

Plague Censer: Pole-and-chain-mounted thurible used to burn and distribute miasma-based compounds.

Once lit, compounds burn for d6 exploration turns unless extinguished and produce a 20' cloud in one round. 

Effects are as for exposure to the relevant miasma. If you make your first save, you make others thereafter at advantage/bonus; three successes in a row, and you don't have to make any more vs. this batch.

As well as being less effective than other methods, Plague Censers are considered old-fashioned and/or unscientific, having their origin in the bale- and need-fire traditions of the past. 

Reinforced Bellows: Weaponised clyster.

Max. 2 charges.

Two-handed; fouls/misfires like a firearm; slow to reload. Line or cloud, depends on substance used.

If using Alchemist's or Dragon's Fire, you lose Initiative if you do not have an assistant to apply a lit match as you squeeze the bellows.

Half the range/AoE of the Hygienic Patented Pneumatic Applicator. You are at risk of being caught in the splash/cloud zone.

Does not need to be rinsed with universal solvent after using Dragon's Fire, as long as you're just reloading it with more Dragon's Fire.

Being a much simpler device than the flamethrower, the risk of fouling/misfire with Hell's Fire is not doubled.

Goggles/Lenses.

*Enlarging and focusing lenses are no better than 50% the strength of eyes of minute seeing or eyes of the eagle, but I've not done research on ancient to early modern period lens quality.

Blackened: You cannot see through them except when they give you auto-save vs. light-based and gaze attacks.

Stage -6 Nocturnal/Heliophobic Plague Doctors can see through these lenses as well as being protected from the light.

Frosted: Reduces everything to shapes of light and dark.

Protection vs. gaze attacks; hindered 50% as much as if you were averting your gaze.

Mirrored: As Frosted, but with a 10% chance of reflecting gaze attacks.

Must save vs. fire each time they are exposed or lose their mirrored property.

Smoked: Sunglasses; advantage/bonus vs. dazzle and snow-blindness.

Stage -1 Nocturnal/Heliophobic Plague Doctors can offset their penalty while wearing smoked lenses.

Stage -3 reduce their penalty to -1 and make saves vs. light-based attacks normally.

Grenade-like missiles (Vial Bombs). 

Basic rules as for the setting/system. Splash/cloud radius is normally/nominally 5'.

Delivers a dose of phlogiston or miasma with the relevant effects, though grenade-delivered miasmas will dissipate in normal conditions within 3 rounds (2 if it's raining, 1 if it's windy). This is a function of volume, so dumping a load of grenades at once or in quick succession could get a proper stinking cloud going.

You can also fill them with acid, holy/unholy water, and universal solvent.

Not forgetting the example of Darkest Dungeon:

Disorienting blast causes 2d6 non-lethal damage and save vs. temp. deafness in splash radius. All in 10' (30' in darkness) must save or be dazzled d3 rounds (no save if surprised; low intelligence light-hating monsters will probably retreat).

Noxious blast causes d8 non-lethal damage to the target and d4 splash; save or nauseated as for a lowest-level stinking cloud (advantage/bonus if only splashed).

Plague grenade is the same as the noxious blast, but everyone hit is exposed to a disease at disadvantage/penalty. They are a somewhat old-fashioned weapon, dating back to before miasma could be refined and the disease component separated off.

Substance - Universal Solvent.

Carbolic steam spray - antiseptic and caustic.

Universal solvent can be put through the Hygienic Patented Pneumatic Applicator, and can be used as a line or a cone. Addition of phlogiston allows deployment as a cloud.

As well as neutralising miasma (target, splash and AoE), it will kill all small animals of 2 hp or less (save allowed if appropriate). 

Larger animals (including humanoids) are affected as the rash component of an irritation spell and must save vs. temp. blindness (advantage/bonus if only splashed). If it's a line or a cone, they suffer d3 damage on the first round, 1 hp on the second (unless immediately doused in water); if it's a cloud, they suffer 2 hp on the first round, 1 on the second, and make their save vs. blindness at disadvantage/penalty.

As well as a pesticide, it is also an effective weedkiller - plant monsters suffer (necrotic/acid) damage acid equal to being hit by Dragon's Fire, and this can only be healed with Druidic magic.

Disease/parasite monsters suffer similarly, but can heal from this damage at half-rate.

Syringes.

The main effect will be from whatever you've loaded them with. 

If you're using onset times, then a syringe is at least 50% to 100% faster than ingestion.

Fine (Glass) Syringe: Recognisable as vintage drug paraphernalia. Needs a padded case, but barely encumbering.


0 damage  + special vs. S and M targets; no effect vs. L. 

Breaks on a successful hit, or an odd-numbered miss.

Crude (Metal) Syringe: The old-fashioned type; crude in comparison. Needs a cork on the end to carry safely; about as encumbering as a dagger/iron spike.


1 lethal damage + special vs. S and M targets; crit only vs. L.

Breaks on an odd-numbered miss.

Two-handed Syringe: Modified clyster. Reservoir for max. 3 doses. Too awkward to conceal; about as encumbering as a hand axe/mace.

As dagger + special vs. S, M and L targets.

Fouls on an odd-numbered miss; d3 rounds to resolve.

Syringe Thrower (Tranquiliser Gun): Two-handed projectile device; short range only; ammunition cannot be reused, hit or miss.

As Light Crossbow for Fine (Glass) Syringes: 1 hp + special.

As Heavy Crossbow for Crude (Metal) Syringes: d3 hp + special.

Commentary.

Are there any medical dictatorship settings?

How about an alternative Krynn, with the Plague Doctors emerging post-Cataclysm? 

You bet the Plague Doctors would be up to their neck's in it in undead-apocalypse settings, for better or worse.

Bearing in mind the necromantic inclinations of the Plague Doctors and the different relative standards of magical integration across settings, they could also add necro-tech to their arsenal.