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Zombire

By Christopher Perkins
Dungeon Issue#59 - Seeking BloodSilver

The zombire looks like a normal zombie without the sluggishness. Like the skelter, its eyes glow with intelligence and malice. It does not suffer penalties to initiative and is suprisingly agile. The zombire lacks the energy-draining touch of the skelter, but it can assume gaseous form at will. However, it cannot attack in this form and must revert to a corporeal state to inflict damage. (It cannot assume corporeal form and attack in the same round.) The zombire's rake cause 1d8 hp damage, and the victim must save vs paralysis or be frozen in place and unable to act for 2d6 rounds. Zombires continue to attack frozen victims. A non-blooded individual slain by a zombire rises as a zombie under the zombire's control; a blooded victim rises as a free-minded zombire.

Zombire: INT high; AL CE; AC 7; MV 12; HD 3+2; THAC0 17; #AT 1; Dmg 1d8; SA paralyzing touch; SD assume gaseous form, silver or magical weapons needed to hit; immune to cold, poison, paralysis, and death magic; SZ M; ML 14; XP 975; New Monster. Zombires are turned as wraiths. One vial of holy water causes them 2d4 damage/vial.

Skelters & Zombires can control mindless undead (i.e., skeltons and zombies) within 30 yards. When slain, skelters and zombires moulder into piles of flesh and bone.


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