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Zombie

Undead corpses of humanoid creatures that are deathly slow but move silently and are very strong

undead mindless guardian chaotic neutral

Basic Fantasy Role-Playing Game

BFRPG

Armor Class12 (see below)
Hit Dice2
Number Appearing2d4, Wild 4d6
Attacks1 weapon
Damage1d8 or by weapon
Movement20'
Save AsFighter: 2
Morale12
XP75
Treasure TypeNone
Zombies are the undead corpses of humanoid creatures. They are deathly slow, but they move silently, are very strong and must be literally hacked to pieces to “kill” them. They take only half damage from blunt weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus). A zombie never has Initiative and always acts last in any given round. Like all undead, they may be Turned by Clerics and are immune to sleep, charm and hold magics. As they are mindless, no form of mind reading is of any use against them. Zombies never fail morale checks, and thus always fight until destroyed.

Special Abilities

Undead: May be Turned by Clerics. Immune to sleep, charm and hold magics. Mindless - immune to mind reading.
Damage Resistance: Take only half damage from blunt weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus).
Always Acts Last: A zombie never has Initiative and always acts last in any given round.
Fearless: Zombies never fail morale checks, and thus always fight until destroyed.
Silent Movement: Move silently.
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

Old-School Essentials Classic Fantasy
Armor Class8 [11]
Hit Dice2 (9hp)
Number Appearing2d4 (4d6)
Attacks1 × weapon (1d8 or by weapon)
THAC018 [+1]
Movement60' (20')
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale12
AlignmentChaotic
XP20
Treasure TypeNone
Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.

Special Abilities

Guardians: Always attack on sight.
Initiative: Always lose (no roll).
Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License
OSRIC
Armor Class8
Hit Dice2
Number Encountered3d8
Attacks1
Damage1d8
Move60-ft
AlignmentNeutral
IntelligenceNon-
XP2/30+1/hp
SizeMan-sized
FrequencyRare
LairNil
Zombies are the risen corpses of the dead. In many cases they have been animated by a powerful spell caster, though sometimes zombies rise from other supernatural influences. These creatures shuffle slowly into combat; they are always the last creatures to attack in a melee round regardless of initiative rolls. Once they begin to attack, they never flee unless turned by a cleric. Zombies are immune to enchantments, hold spells, and any spell that inflicts damage from cold.

Special Abilities

Always attack last: Always the last creatures to attack in a melee round regardless of initiative rolls.
Never flee: Never flee unless turned by a cleric.
Immunities: Immune to enchantments, hold spells, and any spell that inflicts damage from cold.

Variants

Monster zombie (larger humanoid monsters animated (bugbears, ettins, ogres))

Monster zombies are the animated corpses of larger humanoid monsters such as bugbears, ettins or ogres. They are harder for a cleric to turn than a normal zombie.

Armor Class6
Hit Dice6
Number Encountered1d6
Attacks1
Damage2d8
Move90-ft
AlignmentNeutral
IntelligenceNon-
XP3/145+6/hp
SizeLarge
FrequencyVery rare
LairNil
Juju (special variant)

Turned as type 9