Zombie Species in Alcirya | World Anvil

Zombie

Zombie

Undead


Climate/Terrain: Any
Alignment: TN
Organization: None
Activity Cycle: Night
Intelligence: Non  
Treasure: Nil
Diet: None
# Appearing: 3d8
XP Value: 65
Mvmt: 6
Size: M (6’ tall)
Morale: Special
Spoken Languages and Dialects

Zombies cannot talk, being mindless, but have been known to utter a low moan when unable to complete an assigned task.

Hit Dice


2

Base THAC0:

19

PSP(Chi)


Armor Class


8

Magic Resistance: Nil

Armor Notes: Immune to sleep, charm, hold, death magic, poisons, and cold-based spells.

Number of Attacks


1

Attack Forms

Martial Art Style(s):
TypeTHAC0DamageSFEffect
Claw19d8Last in RoundNone

Spells and Psionics:

Disciplines: | mTHACO | mAC

 
Campaign Notes:

Associates:

NPCs, followers, pets, mounts, etc.
 

 

Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or priests.

The condition of the corpse is not changed by the animating spell. If the body was missing a limb, the zombie created from it would be missing the same limb. Since it is difficult to get fresh bodies, most zombies are in sorry shape, usually missing hair and flesh, and sometimes even bones. This affects their movement, making it jerky and uneven. Usually zombies wear the clothing they died (or were buried) in. The rotting stench from a zombie might be noticeable up to 100 feet away, depending upon the condition of the body. Zombies cannot talk, being mindless, but have been known to utter a low moan when unable to complete an assigned task.

Combat

Zombies move very slowly, always striking last in a combat round. They are given only simple, single-phrase commands. They always fight until called off or destroyed, and nothing short of a priest can turn them back. They move in a straight line toward their opponents, with arms outstretched, seeking to claw or pummel their victims to death. Like most undead, zombies are immune to sleep, charm, hold, death magic, poisons, and cold-based spells. A vial of holy water inflicts 2d4 points of damage to a zombie.

Zombies can "swarm" in combat - a nearly limitless number of zombies may occupy a single combat square. When doing so, the creatures only have a single set of attacks, however, their THAC0 is reduced by 1 for each creature (hit die) present and their total hit points are cumulative. The "swarm" of zombies can be reduced - each hit die of damage delivered reduces one from the number of zombies and, therefore, eliminates their THAC0 bonus for that creature. Additionally, area of effect weaponry applied to that combat square is multiplied by the number of creatures occupying it. For example, a swarm of 5 zombies is attacking but the mage, Rath, gets off a fireball spell. The fireball does 10 pts of damage to everyone in the area of effect. After saves are rolled (and failed), the zombie swarm takes 50 pts of damage (10 pts x 5 creatures) and is eliminated. In the case of Grappling/Overrun/Overbear attacks, the zombie swarm fights as 1 creature and gets benefits for size (increasing by one class for every 3 zombies, rounded up), strength (increasing by 1 for each creature present with a base of 10. Therefore, a swarm of 5 zombies has a strength of 15), number of creatures, etc. cumulatively. Thus, if overbearing a single human, a "swarm" of five zombies would have these bonuses to their Strength check:

  • +8 due to being 2 sizes larger (5 zombies = 2 size categories)
  • +5 for haiving 5 creatures

Habitat/Society

Zombies are typically found near graveyards, dungeons, and similar charnel places. They follow the spoken commands of their creator, as given on the spot or previously, of limited length and uncomplicated meaning (a dozen simple words or so). The dead body of any humanoid creature can be made into a zombie.

Ecology

Zombies are not natural creations and have no role in ecology or nature.


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