Zombies
Relentless Reanimated Corpses
Habitat: Planar (Shadowfell), Underdark, Urban; Treasure: None
A tiefling tries to hide in the midst of a zombie horde
Zombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances.
Zombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.
Zombie
Humanoid zombies usually serve as guardians, servants, or soldiers for evil magic-users. In rare cases, foul magic might result in widespread reanimation of the dead, unleashing hordes of zombies to terrorize the living.
Zombie
Medium Undead, Neutral Evil
AC 8 Initiative −2 (8)
HP 15 (2d8 + 6)
Speed 20 ft.
Mod | Save | ||
---|---|---|---|
Str | 13 | +1 | +1 |
Dex | 6 | −2 | −2 |
Con | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
Int | 3 | −4 | −4 |
Wis | 6 | −2 | +0 |
Cha | 5 | −3 | −3 |
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 8
Languages Understands Common plus one other language but can’t speak
CR 1/4 (XP 50; PB +2)
Traits
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.
Actions
Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage.
Ogre Zombie
Ogre zombies serve as tireless labor and undying weapons of war. These massive zombies possess the size and strength to break through barriers that repel smaller zombies.
Ogre Zombie
Large Undead, Neutral Evil
AC 8 Initiative −2 (8)
HP 85 (9d10 + 36)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Dex | 6 | −2 | −2 |
Con | 18 | +4 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 3 | −4 | −4 |
Wis | 6 | −2 | +0 |
Cha | 5 | −3 | −3 |
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 8
Languages Understands Common and Giant but can’t speak
CR 2 (XP 450; PB +2)
Traits
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.
Actions
Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.
Beholder Zombie
Zombies animated from the corpses of beholders retain some use of those monsters’ magical eyestalks. These hovering corpses rely on their magic to destroy impediments and paralyze foes, allowing them to savage foes with their rotting maws.
Magic-using beholders typically raise these abominations from the corpses of defeated rivals.
Then, by a spectacular crack of lightning, the figures came into view, moving slowly toward the village. Over driving winds a voice cried out, “The dead come for Marais d’Tarascon! An army of the walking dead!”
—Account of the Night of the Walking Dead
Beholder Zombie
Large Undead, Neutral Evil
AC 15 Initiative −1 (9)
HP 93 (11d10 + 33)
Speed 5 ft., Fly 20 ft. (hover)
Mod | Save | ||
---|---|---|---|
Str | 14 | +2 | +2 |
Dex | 8 | −1 | −1 |
Con | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
Int | 3 | −4 | −4 |
Wis | 8 | −1 | +2 |
Cha | 5 | −3 | −3 |
Immunities Poison; Exhaustion, Poisoned, Prone
Senses Darkvision 60 ft.; Passive Perception 9
Languages Understands Deep Speech and Undercommon but can’t speak
CR 5 (XP 1,800; PB +3)
Traits
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.
Actions
Multiattack. The zombie uses Eye Rays twice.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 16 (4d6 + 2) Piercing damage.
Eye Rays. The zombie randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d4; reroll if the zombie has already used that ray during this turn):
- Paralyzing Ray. Constitution Saving Throw: DC 14. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
- Fear Ray. Wisdom Saving Throw: DC 14. Failure: 13 (3d8) Psychic damage, and the target has the Frightened condition until the end of its next turn.
- Enervation Ray. Constitution Saving Throw: DC 14. Failure: 10 (3d6) Necrotic damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can’t regain Hit Points. Success: Half damage only.
- Disintegration Ray. Dexterity Saving Throw: DC 14. Failure: 27 (5d10) Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. Success: Half damage. Failure or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.