Zombie
“Undead Horror! Unearth the Terrifying Secrets of the Flesh-Hungry Zombie!”
A Zombie is a reanimated corpse that appears in various forms of folklore, mythology, and modern horror fiction. These undead creatures are typically depicted as mindless, decaying, and driven by an insatiable hunger for the flesh of the living.
Their physical appearance varies but often includes rotting flesh, vacant eyes, and a shambling gait. Zombies are often associated with plagues, viruses, or supernatural curses that turn the living into these relentless and dangerous monsters.
They are known for their relentless pursuit of prey, their lack of emotion or reason, and their tendency to gather in hordes, posing a significant threat to survivors in post-apocalyptic scenarios.
Zombie, Common
Family: Zombies
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) |
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
Challenge 1/4 (50 XP)
Special Traits
- 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.
About
This walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.
Section 15: Copyright Notice
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Zombie
Because of their utter lack of Intelligence, the instructions given to a newly created zombie must be very simple.
CREATING A ZOMBIE
‘Zombie‘ is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
- Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
- Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the animate dead spell.
- Speed: If the base creature can Fly, its maneuverability rating drops to clumsy.
- Armor Class: Natural armor bonus increases by a number based on the zombie’s size
Tiny or smaller | +0 |
Small | +1 |
Medium | +2 |
Large | +3 |
Huge | +4 |
Gargantuan | +7 |
Colossal | +11 |
- Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.
- Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.
- Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.)
Fine | 1 |
Diminutive | 1d2 |
Tiny | 1d3 |
Small | 1d4 |
Medium | 1d6 |
Large | 1d8 |
Huge | 2d6 |
Gargantuan | 2d8 |
Colossal | 4d6 |
- Special Attacks: A zombie retains none of the base creature’s special attacks.
- Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.
- Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
- Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
- Abilities: A zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
- Skills: A zombie has no skills.
- Feats: A zombie loses all feats of the base creature and gains Toughness.
- Environment: Any land and underground.
- Organization: Any.
Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice | Challenge Rating |
1/2 | 1/8 |
1 | 1/4 |
2 | 1/2 |
4 | 1 |
6 | 2 |
8-10 | 3 |
12-14 | 4 |
15-16 | 5 |
18-20 | 6 |
- Treasure: None.
- Alignment: Always neutral evil.
- Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.
- Level Adjustment: –
Human Commoner Zombie | |
Medium undead | |
Hit Dice | 2d12+3 (16 hp) |
Initiative | -1 |
Speed | 30 ft. (6 squares; can’t run) |
Armor Class | 11 (–1 Dexterity, +2 natural), touch 9, flat-footed 11 |
Base Attack/Grapple | +1/+2 |
Attack | Slam+2 melee (1d6+1) or club +2 melee (1d6+1) |
Full Attack | Slam+2 melee, (1d6+1) or club +2 melee (1d6+1) |
Space/Reach | 5 ft./5 ft |
Special Attacks | – |
Special Qualities | Single actions only, damage reduction 5/slashing, Darkvision 60 ft., undead traits |
Saves | Fort +0, Ref –1, Will +3 |
Abilities | Strength 12, Dexterity 8, Constitution —, Intelligence —, Wisdom 10, Charisma 1 |
Skills | – |
Feats | Toughness |
Environment | Any |
Organization | Any |
Challenge Rating | 1/2 |
Treasure | None |
Alignment | Always neutral evil |
Advancement | None |
Level Adjustment | — |