Neutral Man-sized (or smaller) Undead
FREQUENCY: Rare
NO. APPEARING: 3-24 (I. 1d3)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 8
MOVE: 6"
HIT DICE: 2 (hp 9)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 16
MELEE: claw or bite (1d8)
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: undead
WEAKNESS: delayed (go last), non-intelligent, undead (zombie)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: II (XP 75 or 57 + 2 per hp)
Zombies are magically animated corpses, undead creatures under the command of the evil magic-users or clerics who animated them. These creatures follow commands—as spoken on the spot or as given previously—of limited length and complication (a dozen words or so). Zombies are typically found near graveyards, in dungeons, and in similar charnel places.
Zombies are slow, always striking last, but always doing 1-8 hit points of damage when they hit.
They always fight until destroyed and nothing short of a cleric can turn them back.
Sleep, charm, hold and cold-based spells do not affect zombies.
Holy water vials score 2-8 hit points of damage for each one which strikes.
Neutral (Evil) Man-sized (or smaller) Undead
FREQUENCY: Very Rare
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 3 + 12 (hp 25)
% IN LAIR: 0%
TREASURE TYPE: nil
THAC0: 13
MELEE: claw (3d4) or by weapon
MISSILE: by weapon
SPECIAL ATTACKS: attack bonus - Hits As: +1
SPECIAL DEFENSES: undead, immune to cold, magic missiles, and electricity, resist fire (half), DR/+1 (magic-none), DR/bludgeoning (half), DR/slashing (half), DR/piercing (half)
WEAKNESS: undead (spectre)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +27%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: any spoken in life
LEVEL: V (XP 446 or 250 + 8 per hp)
A juju zombie appears to be an ordinary zombie, although its flesh is less rotted and has a gray color and is leathery and hard. A hateful light burns in the monster's eyes, as it realizes its condition and wishes to destroy living things.
Juju zombies are created by magic-users who drain all life levels from humans or man-sized humanoids by means of an energy drain spell (q.v.). Although they are "'programmed" as are regular zombies, they are superior in every way. They have a better armor class, move quickly (even under water, for they do not breathe), climb like 6th-level thieves, and attack with great force as if they were 6 hit dice monsters.
A juju zombie can hurl weapons or discharge a bow or crossbow.
Because they exist in part on the Negative Material Plane, juju zombies can be hit only by +1 or better magic weapons.
Because of their undead nature, piercing or blunt weapon attacks do only one-half normal damage. Only cleaving weapons do normal damage, i.e., axes, broad and bastard or two-handed swords, bardiches, halberds, or voulges and similar weapons.
Juju zombies are unaffected by all dweomers which affect the mind:
illusion, charms, holds, etc., as well as poison, electricity, magic missiles, death, and cold spells.
Fire has only one-half normal effect. Acid and holy water have full normal effects.
A juju zombie is equal to a spectre with respect to clerical turning of undead.
Neutral Large Undead
FREQUENCY: Very Rare
NO. APPEARING: 1-6
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 6 (hp 27)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 13
MELEE: claw or bite (4d4)
SPECIAL ATTACKS: none - Hits As: +1
SPECIAL DEFENSES: undead, DR/bludgeoning (half)
WEAKNESS: delayed (go last), non-intelligent, undead (ghast)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III (XP 150 + 6 per hp)
Monster zombies are the animated corpses of huge humanoid monsters such as bugbears, giants, etc. They are typically the creatures of Evil natured clerics or magic-users who create and control them. These huge zombies can obey simple commands or follow instructions of a few words in length. They attack until destroyed.
Monster zombies strike last in melee, for they are slow-moving.
Blunt weapons inflict but one-half damage on monster zombies.
Monster zombies are immune to charm, cold, death magic, hold, and sleep.
Holy water has normal damage effect upon monster zombies, i.e., 2-8 points of damage per vial that strikes.
They are turned by clerics as if they were ghasts.
Neutral Large Undead
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 10 (hp 45)
THAC0: 10
MELEE: claw or bite (4d4)
SPECIAL ATTACKS: none - Hits As: +3
SPECIAL DEFENSES: undead, DR/bludgeoning (half)
WEAKNESS: delayed (go last), non-intelligent, undead (mummy)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: VI
Neutral Large Undead
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 3
MOVE: 9"
HIT DICE: 12 (hp 54)
THAC0: 9
MELEE: claw or bite (4d4)
SPECIAL ATTACKS: none - Hits As: +4
SPECIAL DEFENSES: undead, DR/bludgeoning (half)
WEAKNESS: delayed (go last), non-intelligent, undead (mummy)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: VI