Thinking Zombie

A dead giant or half-giant bound to its body by an unfinished geas, as smart as it was in life, giant-strong, and willing to kill anyone between it and its rest.

Setting: Dark Sun · Sources: Dark Sun Appendix II - Terrors Beyond Tyr

Appearance

A thinking zombie is someone whose spirit cannot rest until a set task is done, leaving the body walking and semi-free-willed. Since it rose soon after death, the body is usually in good shape, still in its old clothes and carrying its old weapons. Its eyes burn with hatred of the living and longing for release. Wounds never close even as lost hit points return, which can give it away. Most are giants or half-giants, since those races are frequent targets of the quest or geas magic that makes such undead.

Combat

These undead are clever, keeping their living intelligence, though bent wholly on their purpose. They avoid the living when they can but attack anyone who interferes. Strength is 18/76 (+2 to hit, +4 damage) unless it was higher in life, and Dexterity is unchanged. They use any weapons, missiles included, usually their own, or punch for 5-10. A bite infects the victim with a fatal illness, as the priest spell cause disease (3rd level).

They are immune to sleep, hold, charm, illusions and other mind-affecting magic, death magic, cold-based spells, all poison and paralysis. Fire, electricity and magic missile deal half damage, holy water 2-8 (2d4), and raise dead destroys one that fails a save vs. spell.

Habitat and Society

They prefer the night, when darkness helps them pass for living and daytime heat cannot make them reek of rot. Animals bark and snarl when one is near.

Ecology

Thinking zombies have no place among the living and want only to finish and be gone, the single release open to them. Those who fail may come back as racked spirits.

More: Monsters starting with T · Dark Sun monsters · All monsters A-Z
Related: Bayou Zombie · Cannibal Zombie · Desert Zombie · Fallen Empire Zombie · Lightning Zombie · Mud Zombie · Red Zombie · Salt Zombie · Sea Zombie · Variant Zombie · Zombie

Statistics

Climate/TerrainAny
FrequencyVery rare
OrganizationSolitary
Activity CycleAny, see below
DietCarnivorous (human flesh)
IntelligenceAverage (8-10)
TreasureSee below
AlignmentNeutral evil
No. Appearing1
Armor ClassAs in life, or 6
Movement12
Hit DiceAs in life, minimum 5+6
THAC0As in life, minimum 15
No. of Attacks1 or 2
Damage/AttackBy weapon type or 5-10/5-10
Special AttacksSee below
Special DefensesSee below
Magic ResistanceNil
SizeS-L (4-15')
MoraleFearless (19-20)
XP Value420 + 65 per HD over 5

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
VariesVariesVariesVariesVaries