A corpse that been animated through the use of necromantic energies.
Zombie, Init -1, AC 8; HD 2; HP 7; ATK 1; HTB +1; DMG 1d8 (fists); MV 60’; Save 16; Special: Hard to Kill, Undead; Harvest: None; CL/XP 2/30; Hard to Kill: If a zombie is brought down to zero hit points it can roll its saving throw at +2. If the saving throw is successful it will get up with 1 hit point. Undead: As a mindless undead creature, Zombies are immune to Charm Person and Sleep.
They appear as a decayed corpse. How decayed depends on how they have been animated.
I really liked the ability of 5e Zombies to get up after they go down to zero hit points if they make a roll. So I incorporated that as a feature of the zombies found in the Majestic Wilderlands.
Despite reaching the Zs, I still have a large section to go where I detailed common NPCs. While dungeons, ruines, and monster bashing are a part of my Majestic Wilderlands, the majority of adventures in my campaigns stem from complications and conflicts caused by NPCs. So I developed a bunch of templates for common encountered NPCs that I can use on the fly
To me the Old School Renaissance is not about playing a particular set of rules in a particular way, the dungeon crawl. It is about going back to the roots of our hobby and seeing what we could do differently. What avenues were not explored because of the commercial and personal interests of the game designers of the time.
What are RPGs?
A game where the players play individual characters interacting with a setting with their actions adjudicated by a human referee.
Rules are an aide to help the referee adjudicate actions and to help the players interact with the setting.
Dice are used to inject uncertainty which make a tabletop RPG campaign more interesting than "Let's Pretend".
The only thing a player needs to do to roleplay a character is to act if he or she was really there in the setting in that situation.