TEXT:  
   
  Rules for Zombie NPCs 
  for use with 
  SWORDS & WIZARDRY WHITE BOX 
   
  Bloat 
   
   
   
  
  1 
   
   
   
   
  Rules for Zombie NPCs 
  for use with 
  SWORDS & WIZARDRY WHITE BOX 
   
  Written by 
  Eric Bloat 
   
  *Monster & Demihuman Descriptions  
  Appear Courtesy of  
  James M. Spahn 
  Barrel Rider Games 
   
  Art by 
  Richard Thomas Stamper 
  Bradley K. McDevitt 
  Kevlen Goodner 
  Christopher M. Eisert 
  Jacob Blackmon 
  JEShields 
   
  Published by 
  BLOAT GAMES 
   
   
  Compatible with Swords & Wizardry: WhiteBox By Matt 
  Finch and Marv Breig 
   
  “Swords & Wizardry, S&W, WhiteBox, and Mythmere Games 
  are the trademarks of Matthew J. Finch,” Bloat Games is not 
  affiliated with Matthew J. Finch or Mythmere Games™. 
  
  2 
   
   
  TABLE OF CONTENTS 
   
  Zombie Apocalypse in Fantasy                                                       4   
  Zombie Infection                                                                                        5 
   
  Classic White Box Zombies                                                                     6 
  Living Dead Zombies                                                                               7 
  Groaners                                                                                                 8 
  Walkers                                                                                                   8 
  Runners                                                                                                  9 
  Rage Zombies                                                                                         10 
  Fleshless Talking Zombies                                                                      11 
  Screamers                                                                                              12 
  Bone Zombies                                                                                        13 
  Mutated Bone Zombies                                                                          14 
  Boss Zombies                                                                                         15 
  Legend Zombies                                                                                     16 
  Melting Zombies                                                                                     17 
  Zombie Children                                                                                    18 
   
  Demihuman & Monster Zombies                                                             20 
  Bugbear Zombies                                                                       21 
  Centaur Zombies                                                                        22 
  Dwarf Zombies                                                                            23 
  Elven Zombies                                                                               24 
  Giant Zombies                                                                            25 
  Cloud Giant Zombies                                                      26 
  Firbolg Giant Zombies                                                     27 
  Fire Giant Zombies                                                            28 
  Frost Giant Zombies                                                         29 
  Hill Giant Zombies                                                            30 
  Stone Giant Zombies                                                           31 
  Storm Giant Zombies                                                       32 
  Gnoll Zombies                                                                             33 
  Gnome Zombies                                                                          34 
  Goblin Zombies                                                                            35 
  Hobgoblin Zombies                                                                        36 
  Kobold Zombies                                                                               37 
  Lizardmen Zombies                                                                       38 
  Ogre Zombies                                                                                39 
  Orc Zombies                                                                               40 
  Troll Zombies                                                                              41 
   
  Open Gaming License                                                                            45 
   
   
  
  3 
   
   
   
   
  “When there's no more room in Hell, the dead will walk the earth.”  
   
  ― George A. Romero, Dawn of the Dead 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  “I cannot turn them all.  Run!  Run for your lives!” 
   
   
  ― Bastian The Cleric 
  
  4 
   
   
   
   
   
   
   
   
   
   
  Love Zombies but are tired of a post-apocalyptic setting?  
  Well fear not, White Box Zombies takes your favorite 
  moaners and groaners back to ye days of old and gives you 
  the tools you need for all your OSR Fantasy gaming.   
   
  
  5 
   
   
  *Special:  INFECTION 
  (CON) saves are rolled 
  when a Character is 
  dealt 1 or more points of 
  bite/claw damage from 
  a zombie.  If the roll is 
  successful, then there 
  are no effects other than 
  damage 
  that 
  was 
  initially dealt by the 
  bite/claw.  However, if 
  the roll is unsuccessful, 
  then 
  the 
  Character 
  must immediately make 
  a Save vs Death.  If the 
  Character then fails her 
  Death Save, she dies 
  and rises as a zombie in 
  1d4 rounds.  If the 
  Character 
  fails 
  the 
  Infection 
  Save 
  but 
  passes the Death Save 
  then damage that was 
  initially dealt by the bite/claw is doubled, with no other 
  negative penalty imposed.     
   
  HOUSE RULE:  Referees may require the players to add 1 
  additional degree of difficulty for each subsequent bite/claw 
  damage 
  received 
  after 
  the 
  initial 
  bite/claw 
  damage.  
  Effectively, making it much harder to fight off the infection as 
  time goes on. 
   
   
   
   
   
   
  
  6 
   
   
  Zombies 
  are 
  mindless creatures, 
  the walking dead. 
  These are merely 
  animated 
  corpses, 
  not carriers of any 
  sort 
  of 
  undead 
  contagion as ghouls 
  are. If their undeath 
  is contagious, they 
  should be worth a 
  few more experience 
  points 
  than 
  described here, and 
  if a single hit from a 
  zombie 
  causes 
  contagion 
  or 
  any 
  other sort of disease 
  they 
  should 
  be 
  worth considerably 
  more 
  experience. 
  However, 
  the 
  standard zombie is 
  simply 
  a 
  corpse 
  animated to do its 
  creator’s bidding.  
    
  Armor Class: 8 [11], 7 [12] w/ shield  
  Hit Dice: 1  
  Base Hit Bonus: +0  
  Attacks: Strike or weapon  
  Special: Immune to sleep, charm  
  Move: 6  
  HDE/XP: 2/30  
   
   
  
  7 
   
   
  Living Dead Zombies 
  are your traditional 
  Zombies. 
   
  Living 
  Dead 
  Zombies 
  typically have risen 
  from the dead and 
  clawed their way out 
  of crypts and graves 
  to wreak havoc on 
  mankind. 
   
  True, 
  these guys are slow, 
  but they can get 
  excited 
  when 
  temped with a meal.  
   
  Pack Size: 3 or more  
   
   
   
   
   
   
  Armor Class: 8 [11], 7 [12] w/ shield  
  Hit Dice: 1  
  Base Hit Bonus: +1  
  Attacks: Bite, Claw, Strike or Weapon 
  Special: INFECTION, Immune to sleep, charm  
  Move: 12  
  HDE/XP: 1/25 
    
  
  8 
   
   
  Groaners are slow and lumbering Zombies with low guttural 
  groans, which give them their nickname “Groaners” but their 
  skin is as hard as yours and mine; and they’re as strong as 
  us too!  Groaners mostly eat flesh and intestines.  
   
  Pack Size: 3 or more  
    
  Armor Class: 6 [13]  
  Hit Dice: 2  
  Base Hit Bonus: +1 
  Attacks: Bite, Claw, Strike or Weapon  
  Special: INFECTION, Immune to sleep, charm  
  Move: 6  
  HDE/XP: 2/30 
   
   
  Unlike Groaners, Walkers skin is softer than ours and they 
  are usually a little weaker too.  Walkers are often in different 
  states of decomposition and are horrifying or just plain gross 
  to look at.  Walkers move at a slow walk but can get excited 
  when they are near prey that will encourage them to move at 
  a fast shuffle.  Walkers feed on all aspects of humans, right 
  down to the bone but will stop feeding once the prey is dead. 
    
  Pack Size: 5 or more  
   
  Armor Class: 6 [13]  
  Hit Dice: 1  
  Base Hit Bonus: +2  
  Attacks: Bite, Claw, Strike or Weapon  
  Special: INFECTION, Immune to sleep, charm   
  Move: 9  
  HDE/XP: 1/30 
   
  
  9 
   
   
  Runners 
  are 
  in 
  many ways just like 
  Groaners, except the 
  speed at which they 
  move.  The ability to 
  run when chasing 
  prey and also to 
  never tire can be 
  deadly combination.  
  Plus, 
  just 
  like 
  Groaners, Runners 
  bodies and harder 
  and their strength is 
  greater than that of 
  a Walker.  Great care 
  should be given in 
  handling encounters 
  involving Runners.  
   
  Pack Size: 3 or more  
   
  Armor Class: 4 [15]  
  Hit Dice: 2 
  Base Hit Bonus: +2  
  Attacks: Bite, Claw, Strike or Weapon  
  Special: INFECTION, Immune to sleep, charm   
  Move: 12 
  HDE/XP: 4/60 
  Attacks per round:  2 
  
  10 
   
   
  Easily the of the most 
  dangerous 
  of 
  all 
  Zombies, 
  RAGE 
  Zombies do not sleep or 
  tire.  All they know is 
  violence and infecting.  
  They travel in large 
  packs, running from 
  place to place looking 
  for humans and even 
  Zombies 
  to 
  infect.  
  Their 
  methods 
  of 
  infection are biting, scratching or vomiting their own blood 
  into the mouths, eyes, and open wounds of the uninfected.  
  They’re not out to kill or to eat, only to infect.  They will kill 
  someone if they put up too much of a struggle and prove too 
  hard to infect, just so they can go on to infect someone else.  
  RAGE Zombies have been known to pick up and use simple 
  weapons like tree-limbs, clubs and rocks to attack their prey 
  but they quickly discard them once the prey is infected.  
   
  Pack Size: 4 or more 
  Note: Dex 18! 
   
  Armor Class: 2 [17]  
  Hit Dice: 2 
  Base Hit Bonus: +4 
  Attacks: Bite, Claw, Strike or Weapon  
  Special: INFECTION, Blood Vomit, Immune to sleep, charm   
  Move: 12 
  HDE/XP: 5/250 
  Attacks per round: 2 
    
   
  
  11 
   
   
   
  Fleshless 
  Zombies 
  (A.K.A. Talkers) may be 
  the 
  rarest 
  zombie 
  to 
  come across and the 
  most gruesome to look 
  at. 
   
  As 
  their 
  name 
  describes, 
  they 
  are 
  completely without flesh.  
  They’re walking, dripping 
  and oozing, beings of 
  blood and puss.  And if 
  that wasn’t enough to 
  make 
  these 
  Zombies 
  stand out from the crowd 
  (or Horde) they can also 
  talk; simple words and 
  phrases like, “Brains”, 
  “More brains” and “I am 
  hungry”.  These ghoulish 
  creatures sole drive is to 
  eat brains and they will 
  stop at nothing to get to them, including fighting other 
  Zombies for the brains of a victim.  
    
  Pack Size: 2 or more  
  Note:  Speaking Zombies can lead other Zombies.  All Zombies 
  get +1 to initiative when a FTZ is present.  
   
  Armor Class: 4 [15]  
  Hit Dice: 4 
  Base Hit Bonus: +3  
  Attacks: Bite, Claw, Strike or Weapon  
  Special: INFECTION, Immune to sleep, charm, SPEAK  
  Move: 12 
  HDE/XP: 5/100 
  
  12 
   
   
  Screamer Zombies 
  get 
  their 
  name 
  because 
  of 
  the 
  shrieking screeches 
  that 
  come 
  from 
  their vocal chords.  
  The sound is so 
  terrifying and loud 
  that they can cause 
  Characters to freeze 
  in the tracks out of 
  sheer 
  horror.  
  Another bad thing 
  about Screamers is 
  they attract a lot of 
  attention as their 
  Screams 
  can 
  be 
  heard up to 1 mile 
  away.  
   
   
   
  Pack Size:  2 or more  
  NOTE:  They instill fear from their intact vocals with a high 
  pitch scream causing a WIS save or lose their initiative. 
   
  Armor Class: 6 [13]  
  Hit Dice: 4 
  Base Hit Bonus: +2  
  Attacks: Bite, Claw, Strike or Weapon  
  Special: INFECTION, Immune to sleep, charm, SCREAM 
  Move: 12 
  HDE/XP: 6/75 
   
    
   
  
  13 
   
    
  Bone 
  Zombies 
  are 
  Zombies that have no 
  skin or insides left.  As 
  if by magic, they are a 
  walking, 
  fighting, 
  biting, 
  clawing 
  skeleton.  Also, Bone 
  Zombies can only be 
  defeated 
  but 
  not 
  destroyed. 
   
  Upon 
  defeat, 
  the 
  Bone 
  Zombie’s 
  bones 
  will 
  crumble to the ground 
  and scatter.  The BZ 
  will then begin piecing 
  themselves 
  back 
  together in 1d4 rounds, 
  returning at full Hit 
  Points.  
    
  Pack Size:  4 and can 
  join a horde.  
  Special: 
  Regeneration 
  in 1d4 rounds and returns at full Hit Points. Cannot be 
  destroyed.  
   
  Armor Class: 6 [13]  
  Hit Dice: 4 
  Base Hit Bonus: +2  
  Attacks: Bite, Claw, Strike or Weapon  
  Special: INFECTION, Immune to sleep, charm, Regeneration 
  Move: 12 
  HDE/XP: 5/125 
   
   
    
   
  
  14 
   
   
  Special 
    
  Rarely when 2 of more Bone Zombies are destroyed at the 
  same time in the same place, the Bone Zombies will merge 
  together to become a Mutated Bone Zombie.  Each Bone 
  Zombie keeps all it’s actions and bonuses and even though 
  they fight as one creature, all actions and bonuses simply add 
  together.  
   
   
  2 Bone Zombies combined: 
  Armor Class: 6 [13]  
  Hit Dice: 8 
  Base Hit Bonus: +4  
  Attacks: Bite, Claw, Strike or Weapon  
  Special: INFECTION, Immune to sleep, charm, Regeneration 
  Move: 12 
  HDE/XP: 10/450 
  Bonuses:  +3 to Damage,  
  Attacks Per Round:  2 
   
   
  3 Bone Zombies combined:  
  Armor Class: 5 [14]  
  Hit Dice: 12 
  Base Hit Bonus: +6 
  Attacks: Bite, Claw, Strike or Weapon  
  Special: INFECTION, Immune to sleep, charm, Regeneration 
  Move: 12 
  HDE/XP: 10/950 
  Bonuses:  +5 to Damage,  
  Attacks Per Round:  3 
   
   
   
   
   
  
  15 
   
    
  Most Zombies have lifeless, vacant stairs but not Boss 
  Zombies.  These menacing foes look right at you and seem to 
  enjoy the fear they see in your eyes.  In appearance, they are 
  very similar to Runners except Boss Zombies tend to be larger 
  and 
  more 
  muscular.  
   
  Armor Class: 4 [15]  
  Hit Dice: 4 
  Base Hit Bonus: +4  
  Attacks: Bite, Claw, Strike or Weapon  
  Special: INFECTION, Immune to sleep, charm,  
  Move: 12 
  HDE/XP: 8/250 
  Bonuses:  +1 to Damage, +2 to Attack 
  Attacks Per Round:  2 
   
   
   
  
  16 
   
    
  No one is sure where 
  this breed of Zombies 
  came from but they’re 
  definitely unique.  First 
  off, in appearance they 
  don’t look like most 
  Zombies.  There is an 
  animal 
  like 
  predator 
  sense about them. They 
  have 
  lightning 
  fast 
  reflexes 
  and 
  are 
  incredibly strong.  Their 
  skin is like steel.   
    
  Often, they are only 
  found in dark places.  
  They like to hide out in 
  abandoned 
  castles, 
  keeps and houses. They 
  can’t talk but seem to communicate through a series of verbal 
  grunts or screams.  
    
  While no one has an answer to account for them, one thing is 
  crystal clear:  They are dangerous.  Very dangerous.  
   
  Armor Class: 1 [18]  
  Hit Dice: 3 
  Base Hit Bonus: +3  
  Attacks: Bite, Claw, Strike or Weapon  
  Special: INFECTION, Immune to sleep, charm, Legend 
  Zombies are strangely affected by the sun and they try to avoid 
  it at all costs.  All bonuses are at half when fighting in the sun. 
  Move: 12 (Effective DEX 18) 
  HDE/XP: 5/250 
  Bonuses:  +2 to Damage,  
   
  
  17 
   
    
  Melting Zombies are a 
  unique type of Zombie in 
  which their bodies are in a 
  very advanced state of 
  decay. Their skin and 
  insides are very literally 
  melting 
  away 
  and 
  dropping off the bone.  
   
  Pack Size: 2 
   
  Armor Class: 4 [15]  
  Hit Dice: 4 
  Base Hit Bonus: +4  
  Attacks: Bite, Claw, Strike 
  or Weapon  
  Special: 
  INFECTION, 
  Immune to sleep, charm, 
  The “Goo” that is melting 
  off these zombies is highly 
  acidic.  Characters that 
  come in contact with it can 
  an additional 1d6 HP acid 
  damage each round until 
  “goo” is properly cleaned, 
  rinsed with water, from 
  the skin. 
  Move: 6 
  HDE/XP: 8/550 
  Bonuses:  +1 to Damage 
  Attacks Per Round:  2 
   
    
    
    
   
  
  18 
   
    
  “Some people have a hard 
  time killing ‘em.  Me?  I 
  say, a dagger to the brain 
  will kill ‘em just like any 
  other zombie. Heck the 
  only real difference is, 
  they’re shorter; like the 
  dwarf when he gets angry, 
  if you really think about 
  it.”  
   
  It’s a dark duty one that 
  most characters would 
  rather not have to face.  
  Truth is though, they are 
  a lot of zombified children 
  running around out there 
  looking for a victim just 
  like any other Zombie.  It’s up to your Referee to decide if and 
  when you run across.   
   
  Armor Class: 8 [11]  
  Hit Dice: 4 
  Base Hit Bonus: +1  
  Attacks: Bite, Claw, Strike or Weapon  
  Special: INFECTION, Immune to sleep, charm,  
  Move: 9 
  HDE/XP: 3/55 
   
   
   
   
   
   
   
   
   
  
  19 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  OPTIONAL:  It is the Referee’s 
  discretion to include or not to include 
  Demihuman and Monster Zombies in 
  their campaign.   
    
   
  
  20 
   
   
  Demihuman (NPC) & Monster Zombies are immune to RAGE 
  Zombie Infection. 
   
  Demihuman (NPC) & Monster Zombies can be infected by any 
  zombie type (except RAGE Zombies) but will only rise as the zombie 
  type with stats represented on their Zombie page. 
   
  Demihuman (NPC) & Monster Zombies take on the characteristics 
  of each type of zombie they become.  Example:  A Monster Zombie 
  that becomes a Walker Zombie cannot run but one that becomes a 
  Runner can.   
   
  Demihuman Player Characters are not beholden to the same 
  restrictions of Demihuman (NPC).  They can be turned to RAGE 
  Zombies and any other Zombie, just as Human PCs. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  21 
   
   
   
  These large, hairy, goblin-like humanoids are stealthier than 
  their size would suggest, almost always getting the chance to 
  surprise even the most alert opponents with a roll of 1–3 on a 
  d6 (50% of the time).  
   
  Standard Non-Zombie Bugbear 
  Armor Class: 8 [11]  
  Base Hit Bonus: +3  
  Hit Dice: 3+1  
  Attacks: Weapon or bite (1d6)  
  Special: Surprise opponents  
  Move: 9  
  HDE/XP: 3/120  
   
  Living Dead Bugbear Zombies  
  Armor Class: 8 [11]  
  Base Hit Bonus: +3  
  Hit Dice: 4+1  
  Attacks: Bite (1d6+1), Claw, Strike or Weapon 
  Special: Surprise opponents, INFECTION, Immune to 
  Sleep/Charm  
  Move: 9  
  HDE/XP: 4/175  
   
  Runner Bugbear Zombies  
  Armor Class: 4 [15]  
  Base Hit Bonus: +4  
  Hit Dice: 4+1  
  Attacks: Bite (1d6+1), Claw, Strike or Weapon 
  Special: Surprise opponents, INFECTION, Immune to 
  Sleep/Charm  
  Move: 12  
  HDE/XP: 5/250  
  Attacks per round:  2 
   
   
  
  22 
   
   
  Half man, half horse, centaurs are fierce warriors and well-
  known creatures of mythology. The Referee may choose any 
  “version” of the centaur from folklore for his campaign: some 
  are chaotic, some aloof, and some are soothsayers. 
   
  Standard Non-Zombie Centaur 
  Armor Class: 8 [11] or 4 [15] w/ small shield  
  Base Hit Bonus: +4  
  Hit Dice: 4  
  Attacks: Weapon or kick (1d6)  
  Special: None  
  Move: 18  
  HDE/XP: 5/240  
   
  Fleshless Talking Centaur Zombies 
  Armor Class: 4 [15]  
  Base Hit Bonus: +4  
  Hit Dice: 4  
  Attacks: Weapon or kick (1d6), Bite, Claw & Strike  
  Special: Speaking Zombies can lead other Zombies.  All 
  Zombies get +1 to initiative when a FTZ is present.  
  INFECTION, Immune to Sleep/Charm 
  Move: 18  
  HDE/XP: 6/300  
   
  Boss Centaur Zombies 
  Armor Class: 4 [15]  
  Base Hit Bonus: +4  
  Hit Dice: 5  
  Attacks: Weapon or kick (1d6), Bite, Claw & Strike  
  Special: INFECTION, Immune to Sleep/Charm 
  Move: 18  
  HDE/XP: 6/500 
  Attacks per round:  2 
   
   
  
  23 
   
   
  Statistics above are for the common Dwarf with no particular 
  unusual characteristics. A Dwarf-at-arms would usually have 
  a full 7 HP, reflecting skill and general toughness. Stronger 
  Dwarves might have more hit. These stronger dwarves will 
  often have heavier armor and shields, affecting their Armor 
  Class. 
   
  Standard Non-Zombie Dwarf 
  Armor Class: 9 [10] or 5 [14] w/ small shield  
  Base Hit Bonus: +1  
  Hit Dice: 1+1  
  Attacks: War Hammer  
  Special: Stonework insight  
  Move: 6  
  HDE/XP: 1/15  
   
  Groaner Dwarf Zombie 
  Armor Class: 6 [13] 
  Base Hit Bonus: +1  
  Hit Dice: 2+1  
  Attacks: Bite, Claw, Strike or Weapon 
  Special: INFECTION, Immune to Sleep/Charm 
  Move: 6  
  HDE/XP: 3/100  
   
  Walker Dwarf Zombie 
  Armor Class: 6 [13] 
  Base Hit Bonus: +2  
  Hit Dice: 2  
  Attacks: Bite, Claw, Strike or Weapon 
  Special: INFECTION, Immune to Sleep/Charm 
  Move: 9  
  HDE/XP: 2/75 
   
   
   
   
  
  24 
   
   
  The example below is for a typical Elf.   
   
  Standard Non-Zombie Elves 
  Armor Class: 8 [11]  
  Base Hit Bonus: +1  
  Hit Dice: 1+1  
  Attacks: Longbow or Long Sword (1d6)  
  Special: None  
  Move: 12  
  HDE/XP: 1/15  
   
  Runner Elvish Zombies 
  Armor Class: 4 [15]  
  Base Hit Bonus: +3 
  Hit Dice: 2+1  
  Attacks: Bite, Claw, Strike or Weapon 
  Special: INFECTION, Immune to Sleep/Charm  
  Move: 12  
  HDE/XP: 4/400  
  Attacks per round: 2 
   
  Screamer Elvish Zombies 
  Armor Class: 4 [15]  
  Base Hit Bonus: +3 
  Hit Dice: 4  
  Attacks: Bite, Claw, Strike or Weapon 
  Special: INFECTION, Immune to Sleep/Charm, Instill fear 
  from their intact vocals with a high pitch scream causing a 
  WIS save or lose their initiative.  
  Move: 12  
  HDE/XP: 5/425 
   
   
   
  
  25 
   
   
  Giants are a staple of fantasy gaming, huge and dangerous 
  creatures that often have a taste for human flesh. Most are 
  not particularly intelligent.  
   
  Giant Zombies are an extremely difficult foe to do battle with.  
  A pack of Zombie Giants has been known to attack and devour 
  adult dragons!  Giant Zombies are also a threat to other man-
  sized Zombies, and will eat them just the same as normal 
  men. 
   
  
  26 
   
   
  Cloud giants are cunning beasts, often living in cloud-castles 
  in the sky (hence their name). They throw rocks for 6d6 hit 
  points of damage. Cloud giants are famous for their ability to 
  smell out food, enemies, and Englishmen. 
   
  Standard Non-Zombie Cloud Giant 
  Armor Class: 9 [10]  
  Base Hit Bonus: +12  
  Hit Dice: 12+2  
  Attacks: Weapon (3d6)  
  Special: Hurls boulders  
  Move: 15  
  HDE/XP: 13/2,300  
   
  White Box Cloud Giant Zombies 
  Armor Class: 8 [11]  
  Base Hit Bonus: +12  
  Hit Dice: 12+2  
  Attacks: Weapon (3d6), Bite, Claw, or Strike 
  Special: 
  Hurls 
  boulders, 
  INFECTION, 
  Immune 
  to 
  Sleep/Charm  
  Move: 15  
  HDE/XP: 14/2,500  
   
  Groaner Cloud Giant Zombies 
  Armor Class: 8 [11]  
  Base Hit Bonus: +13  
  Hit Dice: 12+2  
  Attacks: Weapon (3d6), Bite, Claw, or Strike 
  Special: 
  Hurls 
  boulders, 
  INFECTION, 
  Immune 
  to 
  Sleep/Charm  
  Move: 15  
  HDE/XP: 14/2,500  
   
   
   
  
  27 
   
   
   
  Appearing as giant men (ten feet tall) with flaming red beards, 
  firbolg dwell in rocky and volcanic regions where they live in 
  clans of miners and underground fungus farmers. Unlike 
  other giants, they are not warlike by nature and instead prefer 
  to make prodigious use of their ability to throw boulders and 
  fight from a distance, which inflict 2d6 points of damage. They 
  are as intelligent as humans and have the natural ability to 
  cast Detect Magic at will, however, they lose this ability when 
  turned into a Zombie. 
   
  Standard Non-Zombie Firbolg Giant 
  Armor Class: 9 [10]  
  Base Hit Bonus: +9  
  Hit Dice: 9+2  
  Attacks: Weapon (2d6) 
  Special: Hurl boulders,  
  Detect Magic  
  Move: 12  
  HDE/XP: 10/1,400 
   
  Groaner Firbolg Giant Zombies 
  Armor Class: 9 [10]  
  Base Hit Bonus: +10  
  Hit Dice: 10 
  Attacks: Weapon (2d6) Bite, Claw, or Strike 
  Special: Hurl boulders, INFECTION, Immune to Sleep/Charm 
  Move: 12  
  HDE/XP: 10/1,400 
   
  Walker Firbolg Giant Zombies 
  Armor Class: 8 [11]  
  Base Hit Bonus: +9 
  Hit Dice: 9 
  Attacks: Weapon (2d6) Bite, Claw, or Strike 
  Special: Hurl boulders, INFECTION, Immune to Sleep/Charm 
  Move: 12  
  HDE/XP: 9/1,200 
  
  28 
   
   
  Fire giants are usually found near volcanic mountains, in 
  great castles of basalt or even iron. They throw boulders for 
  4d6 points of damage and are immune to fire. 
   
  Standard Non-Zombie Fire Giants 
  Armor Class: 9 [10]  
  Base Hit Bonus: +11  
  Hit Dice: 11+3  
  Attacks: Weapon (2d6)  
  Special: Hurls boulders, fire immunity  
  Move: 12  
  HDE/XP: 12/2,000  
   
  Boss Fire Giant Zombies 
  Armor Class: 7 [12]  
  Base Hit Bonus: +12  
  Hit Dice: 12  
  Attacks: Weapon (2d6), Bite, Claw, or Strike 
  Special: Hurls boulders, fire immunity, INFECTION, Immune 
  to Sleep/Charm 
  Move: 12  
  HDE/XP: 14/2,000  
   
  Living Dead Giant Zombies 
  Armor Class: 8 [11]  
  Base Hit Bonus: +10  
  Hit Dice: 10+3  
  Attacks: Weapon (2d6), Bite, Claw, or Strike 
  Special: Hurls boulders, fire immunity, INFECTION, Immune 
  to Sleep/Charm 
  Move: 12  
  HDE/XP: 12/1,500  
   
   
   
   
   
  
  29 
   
   
  Frost giants dwell in cold regions, where they build (or 
  conquer) castles in remote places of ice and snow. They throw 
  boulders or great chunks of ice for 4d6 points of damage and 
  are immune to cold.  
   
  Standard Non-Zombie Frost Giants 
  Armor Class: 9 [10]  
  Base Hit Bonus: +10  
  Hit Dice: 10+1  
  Attacks: Weapon (2d6)  
  Special: Hurls boulders, cold immunity  
  Move: 12  
  HDE/XP: 12/2,000  
   
  Screamer Frost Giant Zombies 
  Armor Class: 9 [10]  
  Base Hit Bonus: +10  
  Hit Dice: 10+1  
  Attacks: Weapon (2d6), Bite, Claw, or Strike 
  Special: Hurls boulders, cold immunity, INFECTION, Immune 
  to Sleep/Charm, NOTE:  They instill fear from their intact 
  vocals with a high pitch scream causing a WIS save or lose 
  their initiative. 
  Move: 12  
  HDE/XP: 13/2,150  
   
  Melting Frost Giant Zombies 
  Armor Class: 7 [12]  
  Base Hit Bonus: +10  
  Hit Dice: 11  
  Attacks: Weapon (2d6), Bite, Claw, or Strike 
  Special: Hurls boulders, cold immunity, INFECTION, Immune 
  to Sleep/Charm  
  Move: 12  
  HDE/XP: 14/2,350  
   
  
  30 
   
   
  Hill giants are the least of the giant races; most are brutish 
  cave-dwellers who dress in pelts and uncured hides. They 
  throw rocks for 2d6 points of damage. 
   
  Standard Non-Zombie Hill Giants 
  Armor Class: 9 [10]  
  Base Hit Bonus: +8  
  Hit Dice: 8  
  Attacks: Weapon (2d6)  
  Special: Hurls boulders  
  Move: 12  
  HDE/XP: 9/1,100  
   
  Classic White Box Hill Giant Zombies 
  Armor Class: 9 [10]  
  Base Hit Bonus: +8  
  Hit Dice: 8  
  Attacks: Weapon (2d6), Bite, Claw, or Strike  
  Special: 
  Hurls 
  boulders, 
  INFECTION, 
  Immune 
  to 
  Sleep/Charm 
  Move: 12  
  HDE/XP: 10/1,300  
   
  Living Dead Hill Giant Zombies 
  Armor Class: 8 [11]  
  Base Hit Bonus: +9 
  Hit Dice: 8  
  Attacks: Weapon (2d6), Bite, Claw, or Strike  
  Special: 
  Hurls 
  boulders, 
  INFECTION, 
  Immune 
  to 
  Sleep/Charm 
  Move: 12  
  HDE/XP: 11/1,400  
   
   
   
   
  
  31 
   
   
  Stone giants dwell in caves, isolated in the mountain fastness. 
  They throw rocks for 3d6 points of damage, and can be quite 
  crafty in setting up ambushes in their native mountains—
  travelers who wander into the territory of stone giants seldom 
  return.  
   
  Standard Non-Zombie Stone Giants 
  Armor Class: 9 [10]  
  Base Hit Bonus: +9  
  Hit Dice: 9  
  Attacks: Club (2d6),  
  Special: Hurls boulders  
  Move: 12  
  HDE/XP: 10/1,400  
   
  Fleshless Talking Stone Giant Zombies 
  Armor Class: 7 [12]  
  Base Hit Bonus: +12 
  Hit Dice: 12 
  Attacks: Club (2d6) Bite, Claw, or Strike 
  Special: 
  Hurls 
  boulders, 
  INFECTION, 
  Immune 
  to 
  Sleep/Charm  
  Move: 12  
  HDE/XP: 12/1,850  
   
  Walker Stone Giant Zombies 
  Armor Class: 9 [10]  
  Base Hit Bonus: +9 
  Hit Dice: 12 
  Attacks: Club (2d6) Bite, Claw, or Strike 
  Special: 
  Hurls 
  boulders, 
  INFECTION, 
  Immune 
  to 
  Sleep/Charm  
  Move: 12  
  HDE/XP: 11/1,500  
   
   
   
  
  32 
   
   
  Storm giants are the largest of giants, the most intelligent, the 
  most magical, and the most likely to talk with humans rather 
  than simply devour them. Storm giants can live in underwater 
  sea-castles as well as on the heights of mountains. They throw 
  boulders for 7d6 points of damage, and have the power to cast 
  Control Weather once per day.  However, they lose all magical 
  abilities when they become zombies. 
   
  Standard Non-Zombie Storm Giants 
  Armor Class: 9 [10]  
  Base Hit Bonus: +15  
  Hit Dice: 16  
  Attacks: Weapon (3d6)  
  Special: See above  
  Move: 15  
  HDE/XP: 16/3,200  
   
  Classic White Box Storm Giant Zombies 
  Armor Class: 9 [10]  
  Base Hit Bonus: +15  
  Hit Dice: 16  
  Attacks: Weapon (3d6), Strike or weapon 
  Special: Immune to sleep, charm 
  Move: 9  
  HDE/XP: 17/3,500  
   
  Runner Storm Giant Zombies 
  Armor Class: 7 [12]  
  Base Hit Bonus: +15  
  Hit Dice: 16  
  Attacks: Weapon (3d6), Strike or weapon 
  Special: Immune to sleep, charm 
  Move: 15  
  HDE/XP: 18/4,000  
   
   
  
  33 
   
   
   
  Gnolls are tall humanoids with hyena-like heads. They may 
  be found both above ground and in subterranean caverns. 
  They form into loosely organized clans, often ranging far from 
  home to steal and kill with rapacious ferocity. 
   
  Standard Non-Zombie Gnolls 
  Armor Class: 9 [10]  
  Base Hit Bonus: +2  
  Hit Dice: 2  
  Attacks: Bite (1d6)  
  Special: None  
  Move: 9  
  HDE/XP: 2/30  
   
  Screamer Gnoll Zombies 
  Armor Class: 9 [10]  
  Base Hit Bonus: +2  
  Hit Dice: 2  
  Attacks: Bite (1d6), Bite, Claw, Strike or Weapon 
  Special: INFECTION, Immune to Sleep/Charm, NOTE:  They 
  instill fear from their intact vocals with a high pitch scream 
  causing a WIS save or lose their initiative. 
  Move: 9  
  HDE/XP: 4/100  
   
  Melting Gnoll Zombies 
  Armor Class: 9 [10]  
  Base Hit Bonus: +4, Attacks Per Round:  2  
  Hit Dice: 5  
  Attacks: Bite (1d6), Bite, Claw, Strike or Weapon 
  Special: INFECTION, Immune to sleep, charm, The “Goo” that 
  is melting off these zombies is highly acidic.  Characters that 
  come in contact with it can an additional 1d6 HP acid damage 
  each round until “goo” is properly cleaned, rinsed with water, 
  from the skin. 
  Move: 6 
  HDE/XP: 8/600  
  
  34 
   
   
   
  Gnomes are industrious, peaceful beings. They dwell mostly 
  deep underground. They rarely stand taller than 3’ and have 
  long beards and pointy noses. They are peaceful by nature, 
  seeking only to mine for gems and other valuables, and engage 
  in the occasional prank. Gnomes are natural foes of goblins 
  and kobolds, as well as skilled illusionists. All gnomes can 
  cast Phantasmal Force once per day but lose this ability when 
  transforming into zombies. 
   
  Standard Non-Zombie Gnomes 
  Armor Class: 7 [12]  
  Base Hit Bonus: +1  
  Hit Dice: 1  
  Attacks: Short Bow or Short Sword (1d6−1)  
  Special: Phantasmal Force  
  Move: 9  
  HDE/XP: 1/15  
   
  Fleshless Talking Gnome Zombies 
  Armor Class: 4 [15]  
  Base Hit Bonus: +3  
  Hit Dice: 4  
  Attacks: Bite, Claw, Strike or Weapon 
  Special: INFECTION, Immune to sleep, charm, SPEAK 
  Move: 12 
  HDE/XP: 5/100  
   
  Boss Gnome Zombies 
  Armor Class: 4 [15]  
  Base Hit Bonus: +4 
  Hit Dice: 4  
  Attacks: Bite, Claw, Strike or Weapon 
  Special: INFECTION, Immune to sleep/charm,  
  Move: 12 
  HDE/XP: 8/250  
  Bonuses:  +1 to Damage, +2 to Attack 
  Attacks Per Round:  2 
  
  35 
   
   
  Goblins are small creatures (4 feet tall or so) that inhabit dark 
  woods, underground caverns, and (possibly) the otherworldly 
  realms of the fey. They attack with a −1 “to-hit” in the full 
  sunlight  
   
  Standard Non-Zombie Goblins 
  Armor Class: 8 [11]  
  Base Hit Bonus: +0  
  Hit Dice: 1–1  
  Attacks: Weapon (1d6−1)  
  Special: −1 “to-hit” in sunlight  
  Move: 9  
  HDE/XP: < 1/10  
   
  Legend Goblin Zombies 
  Armor Class: 1 [18]  
  Base Hit Bonus: +3  
  Hit Dice: 3-1  
  Attacks: Weapon (1d6−1) Bite, Claw or Strike   
  Special: −1 “to-hit” in sunlight, INFECTION, Immune to sleep, 
  charm, Legend Zombies are strangely affected by the sun and 
  they try to avoid it at all costs.  All bonuses are at half when 
  fighting in the sun. 
  Move: 12 (Effective DEX 18)  
  HDE/XP:  5/275 
  Bonuses:  +2 to Damage  
   
  Runner Goblin Zombies 
  Armor Class: 4 [15]  
  Base Hit Bonus: +2  
   
  Hit Dice: 2–1  
  Attacks: Bite, Claw, Strike or Weapon (1d6−1)  
  Special: −1 “to-hit” in sunlight, INFECTION, Immune to sleep, 
  charm   
  Move: 12 
  HDE/XP:  5/100  
  Attacks per round:  2 
  
  36 
   
   
  Hobgoblins are simply large goblins, possibly a separate breed 
  living apart from their smaller cousins. As a matter of the 
  campaign’s flavoring, the Referee might choose to make 
  hobgoblins the “fey” goblins of Irish legend, while regular 
  goblins are the more Tolkien-style underground-dwellers. 
   
  Standard Non-Zombie Hobgoblins 
  Armor Class: 9 [10] or 5 [14] w/ small shield  
  Base Hit Bonus: +1  
  Hit Dice: 1+1  
  Attacks: Weapon (1d6)  
  Special: None  
  Move: 9  
  HDE/XP: 1/15  
   
  Groaner Hobgoblin Zombies 
  Armor Class: 9 [10] or 5 [14] w/ small shield  
  Base Hit Bonus: +1  
  Hit Dice: 2+1  
  Attacks: Bite, Claw, Strike or Weapon 
  Special: INFECTION, Immune to sleep, charm  
  Move: 6 
  HDE/XP: 2/40  
   
  Walker Hobgoblin Zombies 
  Armor Class: 6 {13}  
  Base Hit Bonus: +1  
  Hit Dice: 2+1  
  Attacks: Bite, Claw, Strike or Weapon 
  Special: INFECTION, Immune to sleep, charm  
  Move: 6 
  HDE/XP: 2/45  
   
   
   
   
  
  37 
   
   
   
  Kobolds are subterranean, vaguely goblin-like humanoids. 
  They have a −1 “to-hit” penalty when fighting above ground. 
  Many use slings or short bows, and they fight with short 
  swords or spiked clubs in melee combat. 
   
  Standard Non-Zombie Kobolds 
  Armor Class: 6 [13]  
  Base Hit Bonus: +0  
  Hit Dice: 1/2  
  Attacks: Weapon (1d6−1)  
  Special: None  
  Move: 6  
  HDE/XP: < 1/10  
   
  Screamer Kobold Zombies 
  Armor Class: 6 [13]  
  Base Hit Bonus: +2  
  Hit Dice: 3  
  Attacks: Bite, Claw, Strike or Weapon (1d6−1)  
  Special: INFECTION, Immune to Sleep/Charm, NOTE:  They 
  instill fear from their intact vocals with a high pitch scream 
  causing a WIS save or lose their initiative.  
  Move: 9 
  HDE/XP: < 6/100  
   
  Living Dead Kobold Zombies 
  Armor Class: 8 [11]  
  Base Hit Bonus: +1  
  Hit Dice: 1  
  Attacks: Bite, Claw, Strike or Weapon (1d6−1)  
  Special: INFECTION, Immune to sleep, charm  
  Move: 9  
  HDE/XP:  1/40  
   
   
   
  
  38 
   
   
  Lizardmen are reptilian humanoids, usually living in tribal 
  villages in the depths of fetid swamps. Some can hold their 
  breath for a long duration (an hour or more), while others can 
  actually breathe underwater. Some lizardmen wield a wicked 
  sword made of sharp bone. 
   
  Standard Non-Zombie Lizardman 
  Armor Class: 7 [12]  
  Base Hit Bonus: +2  
  Hit Dice: 2+1  
  Attacks: Claw (1d6−1) or sword (1d6)  
  Special: See above  
  Move: 6/12 (when swimming)  
  HDE/XP: 2/30  
   
  Walker Lizardmen Zombies  
  Armor Class: 6 [13]  
  Base Hit Bonus: +2  
  Hit Dice: 2+1  
  Attacks: Bite, Claw, Strike or Weapon 
  Special: INFECTION, Immune to sleep, charm   
  Move: 6/12 (when swimming)  
  HDE/XP: 2/45  
   
  Runner Lizardmen Zombies 
  Armor Class: 4 [15]  
  Base Hit Bonus: +2  
  Hit Dice: 2+1  
  Attacks: Bite, Claw, Strike or Weapon 
  Special: INFECTION, Immune to sleep, charm   
  Move: 12  
  HDE/XP: 5/60 
  Attacks per round:  2 
   
   
   
  
  39 
   
   
  Ogres are normally quite stupid, but more intelligent versions 
  might be encountered here and there. Sometimes ogres are 
  mistaken for trolls. 
   
  Standard Non-Zombie Ogres 
  Armor Class: 9 [10]  
  Base Hit Bonus: +4  
  Hit Dice: 4+1  
  Attacks: Weapon (1d6+1)  
  Special: None  
  Move: 9  
  HDE/XP: 4/120  
   
  Boss Ogre Zombies 
  Armor Class:  4 [15]  
  Base Hit Bonus: +4  
  Hit Dice: 4+1  
  Attacks: Bite, Claw, Strike or Weapon (1d6+1)  
  Special: INFECTION, Immune to sleep, charm,   
  Move: 9  
  HDE/XP: 10/550  
  Bonuses:  +1 to Damage, +2 to Attack 
  Attacks Per Round:  2 
   
  Classic White Box Ogre Zombies 
  Armor Class: 8 [11]  
  Base Hit Bonus: +4  
  Hit Dice: 4+1  
  Attacks: Strike or Weapon (1d6+1)  
  Special: Immune to sleep, charm  
  Move: 9  
  HDE/XP: 5/150  
   
   
   
   
  
  40 
   
   
  Orcs are stupid, brutish humanoids that gather in tribes of 
  hundreds. Most are subterranean dwellers, and fight with a 
  −1 penalty “to-hit” in sunlight. They typically carry small 
  shields and wear ring mail armor. Occasionally, war-bands or 
  even entire tribes of orcs issue forth from their caverns to raid 
  and pillage by night. Orcish leaders are great brutes with 
  additional HD, and magic-using shamans may also be found 
  in the larger tribes. Orcish tribes hate each other, and will 
  fight savagely unless restrained by a powerful and feared 
  commander, such as an evil high priest or a mystic sorcerer. 
   
  Standard Non-Zombie Orcs 
  Armor Class: 9 [10] or 5 [14] w/ small shield  
  Base Hit Bonus: +1  
  Hit Dice: 1  
  Attacks: Weapon (1d6)  
  Special: None  
  Move: 12  
  HDE/XP: 1/15  
   
  Walker Orc Zombies 
  Armor Class: 6 [13]  
  Base Hit Bonus: +2  
  Hit Dice: 1  
  Attacks: Bite, Claw, Strike or Weapon (1d6)  
  Special: INFECTION, Immune to sleep, charm    
  Move: 12  
  HDE/XP: 2/50 
   
  Groaner Zombie Orcs 
  Armor Class: 6 [13] 
  Base Hit Bonus: +1  
  Hit Dice: 2  
  Attacks: Bite, Claw, Strike or Weapon (1d6)  
  Special: INFECTION, Immune to sleep, charm  
  Move: 6  
  HDE/XP: 2/45 
  
  41 
   
   
  Trolls are as tall as ogres and just as strong. Unlike ogres, 
  however, they attack with claws and teeth instead of weapons. 
  Trolls regenerate, which is to say that any damage inflicted 
  upon them heals within minutes (3 hit points per round). The 
  only way to utterly kill a troll is to submerse it in acid or burn 
  it. Trolls can even re-grow lopped-off heads and limbs.  Trolls 
  do NOT lose regenerate when transformed into a zombie. 
   
  Standard Non-Zombie Trolls 
  Armor Class: 9 [10]  
  Base Hit Bonus: +6  
  Hit Dice: 6+3  
  Attacks: Claw (2d6)  
  Special: Regeneration  
  Move: 12  
  HDE/XP: 8/800  
   
  Boss Troll Zombies 
  Armor Class: 4 [15]  
  Base Hit Bonus: +6  
  Hit Dice: 6+3  
  Attacks: Bite or Claw (2d6)  
  Special: Regeneration, INFECTION, Immune to sleep/charm 
  Move: 12  
  HDE/XP: 10/1,200 
  Bonuses:  +1 to Damage, +2 to Attack 
  Attacks Per Round:  2 
    
  Living Dead Troll Zombies 
  Armor Class: 8 [11]  
  Base Hit Bonus: +6  
  Hit Dice: 6+3  
  Attacks: Bite or Claw (2d6)  
  Special: Regeneration, INFECTION, Immune to sleep/charm 
  Move: 12  
  HDE/XP: 9/900  
   
  
  42 
   
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  BY 
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  NOW AVAILABLE!!! 
   
   
   
   
   
   
   
  
  43 
   
   
   
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  44 
   
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  45 
   
  DESIGNATION OF PRODUCT IDENTITY The name White Box Zombies and all artwork, 
  logos and layout are product identity.   
    
  DESIGNATION OF OPEN GAME CONTENT All text and tables are open game content. 
  OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
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  36  
    
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  46 
   
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  affected. 13 Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the termination of this License. 14 
  Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT 
  NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. •The 
  original roleplaying game "The Black Hack" text, tables, all artwork, logos and layout 
  are Copyright 2016, David Black. This artwork is copyright (C)2016 Bradley K McDevitt. 
  You can use this image in commercial or fan projects, however you may not publish it 
  as clip art. Any company that uses images from 'Clip Art Critters' is required to place 
  the artist's name amongst the credits. This artwork is copyright (C)2006-2014 Bradley 
  K McDevitt.  You can use this image in commercial or fan projects, however you may 
  not publish it as clip art.  Any company that uses images from 'Clip Art Critters' is 
  required to place the artist's name amongst the credits. For more artwork or to contact 
  this 
  artist 
  please 
  visit...www.bradleykmcdevitt.net 
  Solby 
  PostmortemStudios...www.postmort.demon.co.uk Roleplaying games to DIE for. The 
  purchaser of this Stock Art Collection is licensed to use any of these images in their 
  own commercial projects as long as the tag byline appears in the credits: “Artwork © 
  2008 Jeff Freels, used with permission” Resale or redistribution of these images is 
  forbidden. To see more projects go to www.JeffWerx.com, or contact Jeff Freels directly 
  at: jeff@jeffwerx.com. Locked And Loaded- Stock Art (Ariel S. Viola)All stock art is 
  licensed for use in commercial, professional publications and other ventures with the 
  exception that it cannot be resold as clip art or bundled into art packs. Stock art may 
  also be used for personal use. You are also required to post acknowledgement of the 
  artist's work in your credits, with the acknowledgement as such:  Provided image(s) by 
  Ariel S. Viola are Copyright 2015, Ariel S. Viola.  By purchase of the art  and adhering 
  to the requirements of the license you are allowed to use of the stock art as needed, 
  whether it be commercial or personal usage (except for resell as clip art or art pack 
  components).  This purchase and agreement to requirements of the license does not, 
  however, provide you with ownership of the stock art. Stock art ownership remains with 
  the artist, Ariel S. Viola. SURVIVE THIS!! and SURVIVE THIS!! – Zombies, Copyright 
  2016 Bloat Games and Eric Bloat.  The Zombie Hack and White Box Zombies Copyright 
  2017, Property of Bloat Games and Eric Bloat End of License.
  
   
             
   
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Supplemental/White Box Zombies.pdf