Shrieking Barker :
(See my undead foliage Front for setting details)
Townsfolk (and the occasional unaware adventurer) who foolishly wander into the Forest Blight take Barkers for Ents at first. Smallish Ents, only about three spans tall, well into their Fall or Winter season. No Ent makes the noise a Barker does.
They lack throats, or lungs, or vocal cords. When they move, and a shambling awkward gait is their eternal lot, the shards of bark from which they’re made rub, and crack, and shriek the way ice does just before giving way.
Their cores have been removed, leaving only the (undead) sheath of (un)living bark that used to be a young tree. They’ll ignore non-plant persons in favor of traveling onwards to find new places to infect.
Shrieking Barker : 8 hp, 2 armor, 1d6+2 damage, solo or clustered-but-independent
Instincts : Spread contamination, Defend itself
A ‘slain’ Barker is no longer a physical, clobbering threat to non-plant life, but its remains continue to display all the characteristics of contaminated plant unlife.
Any hit to (or from) a Barker exposes everything ‘reach’ or closer to the effects of the contamination.
Piercing weapons travel straight through the target, dealing only one point of damage. They are highly vulnerable to flame.
As a Front component, the Barkers cross roads, follow pollen, and will attempt to avoid fire, granting the Blight more mobility than it would have without them. There aren’t many of them, but if ignored they’ll trump the ‘mankind beats the Blight with fire and ditches’ stage of the Grim Portents and allow the Blight to take the whole continent.
There’s a four-fold reason for a GM to incorporate these into a game featuring the Blight. Bonus points to anyone who wants to guess them.