Tactical Vest, Light. | 4 Color SRD (Astonishing Super Heroes) Most weigh 6 lb or more. Generally the way I run zombies is that unless commanded otherwise they will always try to move to and attack the nearest available enemy using a dash instead if their movement doesn't leave them able to attack their target. Theres nothing like fighting a zombie bugbear, slashing off its arm with a critical hit, and then watching it mindlessly keep coming. Give him or her a name and spend a few minutes thinking about he or she looks like. Armor is not very common in ZACS 5e but still exists. Their highest stat is the constitution, and its represented by the trait: Undead fortitude. In the event you want to make a zombie particularly terrifying, roll on the variant table more than once, or just pick the ones you want to use. Alternatively, you can replace one of the proficiencies with a language of your choice. Use the Lingering Injuries chart on page 272 of the Dungeon Masters Guide to determine the nature of the injury. Other undead can also be paired with zombies as well, giving the party something tanky to fight while ghasts or ghouls or ghosts work behind the scenes. Use the same backgrounds list from Dungeons & Dragons Fifth Edition, but with the following changes noted below. Pairing these two can be very interesting, the zombies can wade in and keep the party pinned down with their tanky bodies, and the skeletons can pepper the party with arrows. Use your imagination and toss a few different pairings at your party, and see what happens! Yes they can dash. If a whole creature's carcass is brought to a butcher, the butcher may pay 4x the value rolled in the chart below for the carcass (if the butcher even WANTS this kind of creature - DM discretion). On a success, the zombie drops to 1 hit point instead. Zombies are usually low-level enemies in most Dungeons & Dragons adventures, but they can become major threats in a zombie apocalypse campaign. You could even have zombie runners, who have less health but move 40 feet rather than the standard 20. Equipment. Bite. | Cairn SRD A floating head with one big eye that's also a zombie Beholder Zombie details: It is a large monster with high health that can fly Despite it being dead and its immunity to poison, it has a surprisingly strong Wisdom save Can rise up again and again if not struck with a critical hit Actions Virulent Zombies: Your party won't know there's anything special about this zombie, so try not to draw attention to it until a creature is prone, then land your Feed to try to spread that Necroplague. Improved Critical. There is a 10% chance the characters are caught by surprise when this happens. Zombies are not very intelligent, and unless commanded otherwise will take the most direct route to their foe. Roll a d6 on the Variant Table once for each zombie to determine what variant they are. Weapon Proficiencies. Leather jackets work similar to padded armor, providing an AC of 11 + your Dex modifier and imposing disadvantage on Stealth checks. A Prone creature has disadvantage on attack rolls. But of course, having monsters scream and shuffle towards your party gets old after a while, so how do you make zombies fresh in the minds of your characters and the players who play them? 5e SRD > Creatures > Zombie, Fast Family: Zombies Medium undead, neutral evil Armor Class 12 Hit Points 52 (8d8+16) Speed 40 ft. Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft, passive Perception 10 Knife. As such, it uses a number of optional rules from the Dungeon Masters Guide in order to drive home the horrific and challenging feel of the game. Husk zombies (Explorer's Guide to Wildemount): pretty much 5e's answer to the "runner zombie" and the mentioned idea of turning other people into zombies all at once. | d20PFSRD That being said, theres no reason why you cant create a few weaknesses for them. Instead, items and equipment are traded, with food being the common gold standard.. Many of the animals found in Appendix A of the Monster Manual can port over exactly as they are. The creature can take the Dodge action. There are a few things the zombie 5e is not. Zombie rabbits (and other cute animals) will cause people to leave the countryside and increase the population of cities. 17. The creature can make a DC 14 Dexterity (Stealth) check. Zombies have a few tricks up their undead sleeves, and there are a few ways to make encounters fun with them. 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. Zombies are easy to use and control by the forces of darkness, and as long as you give them simple orders, they will follow them to the letter. Detect Thoughts 5e Guide: When, Why and How to Use It, Hand Crossbow 5e Guide For Everyone but Druids and Wizards. Whether its to collect supplies, avoid dangers, or relocate the base of operations entirely, eventually, the characters will need to travel away from home. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Zombies. Hit: 4 (1d6 + 1) slashing damage. Consider the entire base of operations plus an additional 1d4 x 100 feet surrounding the location filled with hundreds of zombies. Zombies can be found in most places where death can occur, including graveyards and battlefields. Place Windows and Place Doors is available to all Plus and Pro subscribers. When they would contract a stack of necroplague, roll a d20. To do so, the zombie must see the attacker and be wielding a melee weapon. At 2nd level, you gain proficiency in a saving throw of your choice. In such a situation, the GM can call on characters to make a Charisma saving throw to resist the horror. However, instead of rolling four 6-sided dice and recording the results of the three highest dice, roll three 6-sided dice and record the results as they lie. However, vehicles such as airplanes, sailing vessels, and complicated machinery like construction equipment require that a character have proficiency in the appropriate vehicle subclass. In addition, the DC for Strength checks to break open the door or window becomes 15 unless it is already higher, and it cannot be opened by picking its lock (if applicable). Travelers clothes and a hunting rifle with 10 bullets. Smooth Talker. Once you have killed the Zombie, it is once again a corpse and can be animated, or even resurrected. Characters can spend up to 8 hours each day fortifying a location by boarding up its windows and doors. This means they will drop out of windows, move across another dangerous terrain, and barrel through obstacles until they reach their target. Bonus Proficiencies. If your players tire of random encounters, make such encounters less common by having them occurs on a roll of 18 or higher, or only 20. You can now print or save sheets. You can also let the players narrate their way through avoiding easy encounters, or you can increase the difficulty of easy encounters to keep them exciting. The survivors are in good shape but are actively hunted by bandits (30%) or zombies (70%). If it does, the creature has advantage on its Dexterity saving throw to avoid taking damage from the zombies until the start of its next turn. Hit: 10 (2d8 + 1) piercing damage. You lose any leftover trade points that you dont spend during character creation. This effect ends if the leader is incapacitated. Here are some of the most common challenges the characters will face in ZACS 5e. | Into The Unknown One of the best combinations that have given players a run for their money is the zombie and skeleton combo. For all intents and purposes, treat machetes and other large slashing weapons as scimitars. Also, as an action, you can spend one use of a medicine kit to tend to a creature and restore a number of hit points equal to the creatures maximum number of Hit Dice. Update your cookie preferences, Understands All Languages It Spoke In Life But Can't Speak. Description The leader makes two melee attacks. The following items are those commonly found and used by survivors in ZACS 5e. As a bonus action, this zombie may move up to it's movement speed towards a living creature. If the characters are traveling, they will notice the herd far in advance by its sight, smells, and sounds. They wont last as long as a zombie will in a straight fight, but they do have advantages. Past Adventurers in a Magic Pit. 1. Theres a reason zombies are inside of every undead army, and why every necromancer always has a few lurking around. According to their stat block, this trait does the following: 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. The soldier makes two melee attacks. Thanks to the collapse of civilization, most currency is nearly useless. Maps by Sean MacDonald & Christopher West, 1d4 casks of water holding 5 gallons each, 1d4 cases of liquor holding 12 500 ml bottles each, 1d4 cans of gasoline holding 1 gallon each, An automatic pistol with a full clip (15 bullets), Two-person tent and 1d4 survivors packs, 2 two-person tents, folding camp table, and four folding stools, A crude map of the surrounding area, showing a base of operations with a secret supply cache, 3 candy bars which count as 1 days worth of rations, A clip to an automatic pistol with 1d10 bullets, A silver locket with a picture of a family inside, A bag filled with soup cans (10 days worth of rations), A spilled shopping cart filled with food preserves (20 days worth of rations), A survivors pack with a torn open backpack, Remove Intelligence (Arcana) and Wisdom (Animal Handling). Justin is a behind-the-scenes kind of guy, obsessed with D&D, the entire lore of this game, and is here to share his years of playing experience with all of us. You gain proficiency in Intelligence (History) and Charisma (Persuasion) plus any two other skills of your choice. Choose a Background. Ranged Weapon Attack: +4 to hit, range 80/240 ft., one target. The Zombie can be found in the Monster Manual page 314. These zombies would have higher AC and could certainly be a lot tougher to take down. Furthermore, backgrounds act as both the race and origin for a character, offering up roleplaying notes and traits. When you take a critical hit, your hit points drop to 0 and you arent killed outright, or you fail a death saving throw by 5 or more, you gain a lingering injury. It gains Multiattack. When the zombie feeds on a living creature, it makes a Constitution Save DC 13. Hit: 11 (2d8 + 2) piercing damage. Equipment. Ability Score Increase. Defensive Abilities: A fast zombie does not gain DR 5/slashing. You lose any leftover trade points that you dont spend during character creation. Their compulsion is obedience to the orders of their controller, which usually involves killing interlopers. You gain proficiency in one type of artisans tools of your choice. Zombies are creatures and are neither "a pile of bones or a corpse", so they are not a valid target for the spell. Ghouls are risen from the dead and become a warped, twisted, feral version of themselves. The traveling characters will have to travel around the herd or wait for it to pass if they wish to continue forward. Zombies. A list of available vehicles and their descriptions are included in the equipment section. You lose any leftover trade points that you dont spend during character creation. Survivor, Dead. Tool Proficiency. If your hit point maximum drops to 0, you die. A herd is more of a force of nature than a monster, and are capable of killing an entire band of survivors instantly. Equipment. Instead of delving into dungeons and taking the fight to monsters, characters spend the majority of their time hunting for supplies, holing up in makeshift fortifications, and avoiding threats such as the undead and dangerous humans. Equipment. Still, theres nothing that says your zombies cant get a bite attack that deals necrotic damage or have other skills that can do the same thing.Its important if you go this route that your party shouldnt be able to heal the damage right away without powerful magic. Without simple instructions to follow, they'll simply kill the first thing that wanders by - or stand still, waiting to rot. Fast + Ichor makes for some speedy zombie-bombs. Breaking a window requires a DC 13 Strength check. Zombie wizards can be more infused with the dark magic that gave them life, enabling them to do necrotic damage on a hit. Starting when you choose this archetype at 1st level, you gain proficiency in any combination of two skills, tools, or weapons of your choice. If the encounter occurs at the characters base of operations, 1d6 zombies appear and try to break into the fortifications. Skills: Choose one skill proficiency of your choice. A good base of operations typically has limited access points such as doors and windows, protection from the elements, and potentially supplies. Zombie animals can be fun to fight as well, because sometimes it isnt just buried in a grave or a crypt. Focused. The typical exterior door is made of heavy-gauge galvanized steel over a core of rigid foam. Big. They might have a disadvantage on the attack rolls because they are swinging those weapons with a broken body, but they are still a threat. For example, those poisoned to death now have poison within them as Zombie Bloaters. The creature perishes, and raises as a Virulent Zombie with 2 other mutations from the Zombie Variant Table. In many cases these variant abilities may be applied to either skeletons or zombies, unless common sense dictates otherwise (such as a gasburst skeleton). Zombies can be controlled by the one who raised them, but they cant do much more than charge forward and attack an enemy. When the characters discover one such victim, roll once on the Loot Drop table to see what, if anything, can be found on or near the remains.