Zombie
Undead corpses of humanoid creatures that are deathly slow but move silently and are very strong
Basic Fantasy Role-Playing Game
| Armor Class | 12 (see below) |
|---|---|
| Hit Dice | 2 |
| Number Appearing | 2d4, Wild 4d6 |
| Attacks | 1 weapon |
| Damage | 1d8 or by weapon |
| Movement | 20' |
| Save As | Fighter: 2 |
| Morale | 12 |
| XP | 75 |
| Treasure Type | None |
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.
Other Sources
Old-School Essentials Classic Fantasy
| Armor Class | 8 [11] |
|---|---|
| Hit Dice | 2 (9hp) |
| Number Appearing | 2d4 (4d6) |
| Attacks | 1 × weapon (1d8 or by weapon) |
| THAC0 | 18 [+1] |
| Movement | 60' (20') |
| Saving Throws | D12 W13 P14 B15 S16 (1) |
| Morale | 12 |
| Alignment | Chaotic |
| XP | 20 |
| Treasure Type | None |
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).
OSRIC
| Armor Class | 8 |
|---|---|
| Hit Dice | 2 |
| Number Encountered | 3d8 |
| Attacks | 1 |
| Damage | 1d8 |
| Move | 60-ft |
| Alignment | Neutral |
| Intelligence | Non- |
| XP | 2/30+1/hp |
| Size | Man-sized |
| Frequency | Rare |
| Lair | Nil |
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 Class | 6 |
|---|---|
| Hit Dice | 6 |
| Number Encountered | 1d6 |
| Attacks | 1 |
| Damage | 2d8 |
| Move | 90-ft |
| Alignment | Neutral |
| Intelligence | Non- |
| XP | 3/145+6/hp |
| Size | Large |
| Frequency | Very rare |
| Lair | Nil |
Juju
(special variant)
Turned as type 9