Page 316 - Monster Manual [11th Print]
P. 316

Z O M B I E S

            From somewhere in the darkness, a gurgling moan
            is heard. A form lurches into view, dragging one foot
            as it raises bloated arms and broken hands. The
            zombie advances, driven to kill anyone too slow to
            escape its grasp.
             Dark Servants. Sinister necromantic magic infuses
            the remains of the dead, causing them to rise as
            zombies that do their creator's bidding without fear or
            hesitation. They move with a jerky, uneven gait, clad
            in the moldering apparel they wore when put to
            rest, and carrying the stench of decay.
             Most zombies are made from humanoid
            remains, though the flesh and bones of any
            formerly living creature can be imbued with
            a semblance of life. Necromantic magic,
            usually from spells, animates a zombie. Some
            zombies rise spontaneously when dark magic
           saturates an area. Once turned into a zombie,
            a creature can't be restored to life except by
            powerful magic, such as a resurrection spell.
             A zombie retains no vestiges of its former self,
           its mind devoid of thought and imagination. A
           zombie left without orders simply stands in place
           and rots unless something comes along that it
           can kill. The magic animating a zombie imbues
           it with evil, so left without purpose, it attacks any living
           creature it encounters.
             H i deous Forms. Zombies appear as they did in life,
           showing the wounds that killed them. However, the
           magic that creates these vile creatures often takes
           time to run its course. Dead warriors might rise from a
           battlefield, eviscerated and bloated after days in the sun.
           The muddy cadaver of a peasant could claw its way from
           the ground, riddled with maggots and worms. A zombie
           might wash ashore or rise from a marsh, swollen and
           reeking after weeks in the water.
             M i n dless Soldiers. Zombies take the most direct
           route to any foe, unable to comprehend obstacles,
           tactics, or dangerous terrain. A zombie might stumble
           into a fast-flowing river to reach foes on a far shore,
           clawing at the surface as it is battered against rocks
           and destroyed. To reach a foe below it, a zombie might
           step out of an open window. Zombies stumble through
           roaring infernos, into pools of acid, and across fields
           littered with caltrops without hesitation.
            A zombie can follow simple orders and distinguish
           friends from foes, but its ability to reason is limited
           to shambling in whatever direction it is pointed,
           pummeling any enemy in its path. A zombie armed
           with a weapon uses it, but the zombie won't retrieve a
           dropped weapon or other tool until told to do so.
            U n dead N a ture. A zombie doesn't require air, food,
           drink, or sleep.

                                                         BEHOLDER
                                                         ZOMBIE
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