bfrpg
bfrpg| Number appearing | 1 |
|---|---|
| Armor class | 12 (see below) |
| Move | 20' |
| Hit dice | 2* (variable) |
| Treasure type | None |
| Damage per attack | 1 dagger or 1 spell (1d4 or per spell) |
| Morale | 9 to 12 (see below) |
A Zombraire is a free-willed undead Magic-User. Like the zombie it resembles, a zombraire moves silently, is very strong, and must be literally hacked to pieces to be destroyed. However, it does not suffer the initiative penalty common to ordinary zombies. It takes only half damage from blunt weapons, and only a single point from arrows, bolts, and sling stones (plus any magical bonus). It may be Turned by a Cleric (as a wight), and is immune to sleep, charm, and hold spells.
A zombraire slowly rots away, and as it does it loses its sanity; this is represented by the variable morale listed. An insane zombraire fights to the death in hopes of being slain, thus ending its tortured existence.
The given statistics are for a zombraire formed from a 2nd-level Magic-user; the HD and saving throws of a zombraire are based on the level it had in life. A zombraire can cast spells as it did when living, but cannot learn new spells.
The process of creating or becoming a zombraire are variable, and often involve cursed magic items (especially cursed scrolls).
Special Abilities
Undead Resilience — Takes only half damage from blunt weapons, and only a single point from arrows, bolts, and sling stones (plus any magical bonus). Must be literally hacked to pieces to be destroyed.
Undead Immunities — Immune to sleep, charm, and hold spells.
Turn Resistance — May be Turned by a Cleric (as a wight).
Spellcasting — Can cast spells as it did when living, but cannot learn new spells.
Silent Movement — Moves silently.
Sanity Loss — Slowly rots away and loses its sanity, represented by variable morale. An insane zombraire fights to the death in hopes of being slain, thus ending its tortured existence.