Medium undead (zombie), neutral evil
Armor Class 8
Hit Points 22 (3d8+9)
Speed 20 ft.
Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) |
Saving Throws (suggested) Con +5
Saving Throws Wis +0
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., passive Perception 8
Languages understands all Languages it spoke in life 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.
ACTIONS
- Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Zombies are undead creatures that have been reanimated from the corpses of humanoids or other creatures by foul magic or a powerful curse. They have no will of their own and obey the commands of their creators or controllers, usually evil wizards or priests. Zombies are clad in the rotting garments they wore in life and carry the stench of decay, which might be noticeable up to 100 feet away, depending on the condition of the body. They have dull, lifeless eyes and slack facial expressions. Their flesh is gray and withered, and their limbs are stiff and clumsy. Their movement is jerky and uneven, sometimes affected by missing hair, flesh, or bones. Zombies can understand the languages they knew in life, but cannot speak. They can only utter a low moan when unable to complete an assigned task .
COMBAT
Zombies are mindless and fearless combatants that fight until destroyed. They are slow and lumbering, but relentless in pursuing their prey. Zombies attack with their fists or with any weapons they still wield from their former lives . Zombies are immune to poison and cannot be poisoned. They also have a remarkable ability to resist death. If a zombie is reduced to zero hit points, it can make a constitution saving throw to drop to one hit point instead, unless the damage is radiant or from a critical hit . This trait is called undead fortitude .
HABITAT / SOCIETY
Zombies can be found anywhere that corpses can be reanimated, either by foul magic or by a powerful curse. Some zombies are created by necromancers or other evil spellcasters who use them as guards, servants, or soldiers. Other zombies are the result of ancient rituals, cataclysmic events, or the influence of dark gods or artifacts. Zombies have no society or culture of their own. They are usually encountered in groups, either under the control of a master or wandering aimlessly in search of living flesh . Zombies are typically found near graveyards, dungeons, and similar charnel places. They follow the spoken commands of their creator, as given on the spot or previously, of limited length and uncomplicated meaning (a dozen simple words or so). The dead body of any humanoid creature can be made into a zombie.
ECOLOGY
Zombies are unnatural abominations that defy the cycle of life and death. They do not need to eat, drink, breathe, or sleep, but they are driven by a hunger for living flesh. Zombies do not reproduce, but they can infect others with their bite or scratch, causing them to rise as zombies after death. Zombies have no natural predators, but they are hated and feared by most living creatures. Some adventurers hunt zombies for sport, for bounty, or for moral duty . Zombies are not natural creations and have no role in ecology or nature.