Size:
± Man-sized
Type:
± Undead
Form:
Temper:
# App:
± 2d4, Wild 4d6
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 20'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 weapon
Circumstance: Combat
1d8 or by weapon
Special
Undead
May be Turned by Clerics. Immune to sleep, charm and hold magics. Mindless - immune to mind reading.
Special
Damage Resistance
Take only half damage from blunt weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus).
Special
Always Acts Last
A zombie never has Initiative and always acts last in any given round.
Special
Fearless
Zombies never fail morale checks, and thus always fight until destroyed.
Special
Silent Movement
Move silently.
Environments
any
Undead corpses of humanoid creatures that are deathly slow but move silently and are very strong
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.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 weapon
1-8 or weapon
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
any
Action
weapon
1 * weapon (1d8 or by weapon)
Special
Guardians
Always attack on sight.
Special
Initiative
Always lose (no roll).
Special
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).
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
any
Offense
1 Attack
Circumstance: Combat
1d8
Defense
Special Defenses
Circumstance: Combat
See below
Special
Always attack last
Always the last creatures to attack in a melee round regardless of initiative rolls.
Special
Never flee
Never flee unless turned by a cleric.
Special
Immunities
Immune to enchantments, hold spells, and any spell that inflicts damage from cold.
Undead corpses of humanoid creatures that are deathly slow but move silently and are very strong
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.
OSRIC
Actions/Abilities/Traits: OSRIC
Undead corpses of humanoid creatures that are deathly slow but move silently and are very strong
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.
Basic Fantasy Role-Playing Game
Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.
OSE
Undead corpses of humanoid creatures that are deathly slow but move silently and are very strong
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.
OSRIC