bfrpg
bfrpg| Number appearing | 2d4, Wild 4d6 |
|---|---|
| Armor class | 12 (see below) |
| Move | 20' |
| Hit dice | 2 |
| Treasure type | None |
| Damage per attack | 1 weapon (1d8 or by weapon) |
| Morale | 12 |
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.
osric
osric| Frequency | Rare |
|---|---|
| Number appearing | 3d8 |
| Armor class | 8 |
| Move | 60-ft |
| Hit dice | 2 |
| % in lair | Nil |
| Damage per attack | 1d8 |
| Special attacks | None |
| Special defenses | See below |
| Magic resistance | Standard |
| Intelligence | Non- |
| Alignment | Neutral |
| Size | Man-sized |
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.