Fantasy Zombie Reimagined

by John J. Hewitt (@Dark_HeartX)

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Zombie

Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 12/22/33 (3d8 + 9)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Proficiency Bonus +2
  • Saving Throws Wis +0
  • Damage Resistances Necrotic
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Exhausted, Frightened, Poisoned, Unconscious
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages understands the languages of its creator but can't speak
  • Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Zombie Weaknesses. The zombie has he following flaws:
    Sunlight Sensitivity. While in sunlight, the zombie has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    Aim for the head. Any critical hit to a zombie reduces it to 0 hit Points instantly.
    Harmed by Running Water. The zombie takes 20 acid damage if it ends its turn in running water.
    Antimagic Susceptibility. The zombie is incapacitated while in the area of an anti magic field. If targeted by dispel magic, the zombie must succeed on a Constitution saving throw against the caster's spell save DC or be destroyed.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Instead of dealing damage, the zombie can grapple the target (escape DC 11).

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature that is grappled by the zombie, incapacitated, or restrained. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target receives magical healing. The target dies if this effect reduces its hit point maximum to 0. If a creature dies from this reduction, it rises as a zombie under the Dungeon Master's control at the start of the next round of combat.

Putrid zombie

A putrid zombie has the same statistics as a regular zombie but with the following additional features:
    Stench. Any creature that starts its turn within 5 feet of the putrid zombie must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is not poisoned in this way.
    Death Burst. When the putrid zombie is destroyed, it explodes in a burst of poisonous guts. Each creature Within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) poison damage on a failed Save, or half as much damage on a successful one.

Feral zombie

A feral zombie's CR increases to CR 1, otherwise it has the same statistics as a regular zombie but with the following alterations:
    Speed. The feral zombie's speed is 40 ft.
    Reckless. The feral zombie has advantage on all melee weapon attack rolls it makes, but attack rolls against it have advantage.
    Multiattack. The feral zombie makes three claw attacks.
    Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6 + 1) slashing damage.

Swarm of zombies (Horde)

A zombie horde's CR increases to CR 3, otherwise it has the same statistics as a regular zombie but with the following alterations:
    Size. It's size increases to Huge (swarm of Medium undead)
    Health. It's health increases to: 36/85/135 (9d12 + 27)
    Resistances. It gains resistance to bludgeoning, piercing and slashing damage.
    Conditions It gains the following Condition Immunities: Paralysed, Petrified, Prone, Restrained, and Stunned.
    Swarm. The swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.
    Undead Swarm Fortitude. The swarm fights at full strength until it is completely destroyed.
    Engulf The Horde moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the horde enters a creature's space, the creature must make a DC 11 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the horde. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the horde enters the creature's space, and the creature takes 22 (9d4) bludgeoning damage and is engulfed. The engulfed creature is knocked prone and restrained, and takes 21 (9d4) necrotic damage at the start of each of the horde's turns. An engulfed creature can try to escape by taking an action to make a DC 11 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the horde.

 

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