Page 316 - D&D Bestiary
P. 316

ZOMBIES
          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 crea~ure 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.
           Hideous 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.
           Mindless 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.
           Undead Nature. A zombie doesn't require air, food,
          drink, or sleep . .
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