Dnd 5e Zombie Tactics – build challenging encounters against a Zombie

By Alan McCoy from Dungeons & Dragons: Fundamentals

How to build challenging encounters against a Zombie

Note: This has been prepared utilizing only the 5E Core Rules. The Zombie can be found in the Monster Manual page 314.

Step 1) Let’s Review what we know about Zombies

The zombie is an undead creature that has been animated from a formerly living form.

There are two basic conditions for a zombie:

Wild or controlled.

While all Zombies are mindless, unable to comprehend obstacles, or dangerous terrain, controlled Zombies have some direction, provided from their maker.

The spell Animate Dead is a 3rd level Necromancy Spell (Player’s Handbook page 212) that grants the caster the ability to mentally command any creature made with this spell, provided the creature is within 60 feet of the caster.

If the caster controls multiple creatures, they can command any or all of them at the same time.

The caster decides what action it will take and where it will move, the caster can also issue a general command, such as to guard a chamber or corridor.

The spell allows the caster to maintain dominance and control over the Zombies for only 24 hours, after which animate dead spell must be cast, though when used this way it continues control over up to four zombies instead of creating one.

While the spell is typically utilized to create human and human-like zombies, there are examples of larger creatures being utilized to make stronger more deadly servants.

A creator of zombies is usually a Necromancer or Death-Priest bend on nefarious ends.

Wild Zombies are any animated creature whose maker has neglected to reassert control.

Wild Zombies are incapable of understanding any hazard or taking any precaution, they will walk through acid, off buildings or into an inferno without hesitation.

A zombie can distinguish friend from foe, but this is generally limited to other zombies or the creator, otherwise a zombie attacks the nearest target, with no consideration of the “best target”.

Special Note: The Clerical abilities Channel Divinity: Turn Undead or Destroy Undead, can only be used to cause these creatures to flee or to end the animation.

Step 2) Determine the probable Strategy.

Controlled Zombies follow the commands of the creator or controller. They obey without fear and with complete obedience.

The caster strategy varies widely and will be subject to their desires and personality.

Wild Zombies may act on their last command: Defend this corridor, or this room, or they may simply begin attacking the first creature they see.

Step 3) Determine Tactics

Let’s review what we know about the Zombie:

As a construct, the zombie doesn’t require air, food, drink or sleep. They are immune to poison.

They are above average in Strength and have exceptional constitutions.

They have Darkvision and a passive perception of 8.

They can understand the languages they knew in life but cannot speak.

They are slow walkers, with a speed of only 20 feet each round. If controlled, they can be commanded to DASH.

They have undead fortitude. When a zombie is reduced to zero hit points, it falls, at the end of the round it makes a Constitution Save, if successful, the zombie rises again. If the damage inflicted was either from a critical hit or was RADIANT damage, then the zombie is slain.

Controlled zombies take any action commanded by their maker.

Wild zombies may Move or Attack, they do not comprehend: Dash, Disengage, Dodge, Help, Search etc.

They can take a reaction and make an opportunity attack.