FREQUENCY:
Rare ([Dungeon Level II])
FREQUENCY: Rare ([Temperate Wilderness Forest]) <also, see the
entry for yellow musk creepe>
FREQUENCY: Rare
([Tropical Wilderness Forest])
NO. APPEARING: 1-2
ARMOR CLASS: Variable
MOVE: As human
HIT DICE: 2 <(HP: See
below)>
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: See below
INTELLIGENCE: Non-
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE: II | 28
+ 2
SAVES: 14.15.16.17.17
Yellow musk zombies are the
victims of the yellow musk creeper
whose intelligence has been reduced
to 1 or 2 points. <l, l>
When this takes place,
the victim becomes mindless,
his skin turns yellow and his eyes become fixed and glazed.
The draining process stops
and the plant
injects
a seed into the victim's skull, where it is to germinate. The
victim
is now a yellow musk zombie under the control of the plant;
the zombie
will fight on the plant's behalf, attempting to find new
victims
for it and drag them or tempt them itno its clutches. (See Yellow
Musk Creeper for further details). <e, l>
Yellow musk zombies retain
the same HP, armour, weapons
and belongings as they had
prior to their 'capture'; however in melee
they attack as monsters
with 2 HD. They will not be able to USE
any of the spells or psionic
abilities they controlled when 'alive' and
will receive no DEX
or [wisdom] bonuses, though [strength] bonuses
and penalties still apply.
They serve the parent plant
for <2> months before wandering off to
drop lifeless in some quiet
corner, unless they are killed beforehand.
IN either case, the implanted
seedling sprouts from the decaying
corpse, growing quickly
(within <1> hour after 'death') into a new [yellow musk creeper].
A yellow musk zombie is not
true undead and thus cannot be turned or
destroyed/controlled by
a cleric. However, like undead, it
is
immune to the effects of
all mind-influencing spells such as charm, hold, illusion,
[sleep] and so forth. <make sure this is noted at REF5>
A yellow musk zombie can
be cured of its affliction by the death of
its master plant and the
USE of neutralise poison & [heal]
CAST on the
creature in either order,
one spell immed. after the other. The <v>
victim will thus be restored
to his former self, though he will need
<4> weeks REST before
his original characteristics are restored.
by
Albie Fiore