Converted to 3rd Edition from the 2nd Edition Ravenloft Monsrous Compendium Appendix III:  Creatures of Darkness TSR 2153.
Robert J Schwalb
robert84@mindspring.com
				Strahd Zombies
Medium Undead
Hit Dice: 4d12+3 (27 hp)
Initiative: +0
Speed: 20 feet
AC: 12 (+2 Natural)
Attacks: Slams+3 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft. x 5 ft./ 5 ft.
Special Attacks: Ghastly Visage; Attacks from
severed appendages: +0, 1d4 damage.
Special Qualities: Undead, Darkvision 60 feet, 
Turn Resistance+4, Partial Actions only, 
Saves: Fort+1, Ref+1, Will+4
Abilities: Str 14, Dex 10, Con -, Int -, Wis 10, Cha 1
Feats: Toughness
							
Climate/Terrain: Barovia (any cemetery/graveyard)
Organization: Solitary, Pair, Herd (1d10)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: None
“These horrible creatures are human bodies that have been resurrected into living death. They wear the remains of the armor and clothing that they wore at the time of death.” While these Zombies appear to be in a much greater state of decay over their brethren, they are indeed more powerful, and their weakness belies their potency. “Their gray-green flesh looks soft, and even their bones seem brittle. Their eyes are dark, empty pits that somehow seem to see anyway.” Their lips have shrunken back revealing crooked rows of blackened teeth. Emanating from these cavernous holes are low moaning, and the infrequent name of their creator. Their stench, noticeable up to 100 feet away, warns of their approach (125).
Combat
Ghastly Visage (Su): The mere sight of a Strahd Zombie forces the viewers to make Will Saves DC 12 or be shaken (-2 to attacks, checks, and Saves). If by chance, the Zombie was someone a PC knew, then the DC rises to 16.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, ability damage, energy drain, or death from massive damage.
Partial Actions Only (Ex): Zombies have poor reflexes and can perform only partial actions. Thus they move or attack, but can only do both if they charge.
Attacks from Severed Appendages (Ex): Any single hit of 5 points or more against a zombie severs a limb (first the arms, head, then the legs). Severed appendages continue to fight until the zombies hit point total reaches 0. These limbs provide extra attacks at +0 for each limb, or bouncing head, where successful hit inflicts 1d4 points of damage. These limbs move at a speed of 5, and suffer the same restrictions of partial actions as the Zombie. Damage inflicted on these limbs is halved and the result is deducted from the Hit Point total.