Atlantean Trilogy Archive
A caped vampire lord and green wraiths loom over armored skeleton warriors rising from a fog-bound necropolis beneath a gothic city.The Undead, painted for this archive

Zombie

Creature, The Undead

Corpses raised by Black Magic, zombies have no mind or will and must obey the caster who summoned them. Rotting and foul-smelling enough to sicken the living within ten feet, they are strong, feel no pain and ignore illusion and influence, but move very slowly; they strangle or batter foes and can be destroyed by fire or steel, while blunt weapons barely harm them.

From the book

Kvasir of Midgarth calls zombies the living dead: dragged back from the grave by necromancy, with no mind, conscience or will, existing only to obey as servants of darkness. They are corpses given a mockery of life by Black Magic, and each must follow the orders of the caster who raised it.

They are dreadful to look at, showing rot like any body left in the grave, with long filthy hair and long, twisted yellow nails. Their overwhelming stench draws flies and maggots, and within ten feet the sight and smell often sicken the living.

Lifeless as they seem, zombies are surprisingly strong and feel no pain. Illusion and influence spells do not work on them, though practitioners of Divine Magic, Mysticism or Black Magic can turn them. They are extremely slow and can be destroyed by fire or steel (though the appendix has edged weapons do only half damage), but blunt weapons, so good against skeletal warriors, barely harm them. Too clumsy to use weapons, they mostly try to strangle their foes or beat them with hands and arms.

A necromancer or witch doctor can put zombies to many sly uses, but the range of control depends on the caster's skill, and careless or inexperienced masters sometimes lose them. A freed zombie tends to wander by instinct to a graveyard or barrow, and in some lands bands of runaway zombies huddle in crypts or roam the countryside at night.

Almost any creature can be made into a zombie. The change always holds SPD and DEX to 5 at most and drops INT, WILL and CHA to 1, while STR usually rises by 1-4 points, and a zombie's level is typically a quarter of what it was in life.

At a glance

Creation
Corpse raised by Black Magic (necromancer or witch doctor)
Appearance
Decayed corpse; long filthy hair, long gnarled yellowish nails; overpowering stench, often attended by flies and maggots
Nausea
Sight and smell within 10 feet often cause nausea in living creatures
Abilities
Surprising strength; feel no pain
Immunities
All spells of illusion and influence (but can be turned by Divine Magic, Mysticism or Black Magic)
Weaknesses
Very slow; destroyed by fire or steel; blunt weapons of little or no use
Attacks
Strangling; battering with hands or arms; cannot use weapons
Control
Obey the caster; limited range of control, so careless casters may lose them; free zombies drift to graveyards or barrows, huddle in crypts or roam at night
Source cited
Kvasir of Midgarth, The Dark Undead
Height/Length
As per type
Weight
As per type, minus 10-20%
STR
16
SPD
5
DEX
5
CON
10
INT
1
WILL
1
CHA
1
PER
10
Level
Usually 1/4 of the creature's level in life
Alignment
Neutral
Damage
Strangle: 1-6 (+ STR), or Bite (as per type)
Special Attributes
Edged weaponry does ½ damage
Armor
Unarmored
Hit Points
4 per level
Found in
Gondwana, Lemuria/Mu/Elysium Sea, Tamoanchan
Comments
Nearly any kind of creature can be made a zombie; the change always caps SPD and DEX at 5 and drops INT, WILL and CHA to 1, while STR usually rises by 1-4; level is usually 1/4 of its level in life

The chapter (p.57) says zombies can be destroyed by fire or steel; the appendix (p.108) says edged weapons do only half damage to them.