Zombies

Shambling, Relentless Hordes

Zombies are lumbering, rotting corpses animated by the splintered fragments of undead souls. Common in cursed graveyards, battlefields, and the ruins of forgotten temples, these relentless horrors have escaped the pull of the Styx. Many are created by Necromancers or Greater Undead who lash subservient souls to rotting flesh with dark magic, while some Zombies rise when death and corruption heighten the Styx's influence on the Mortal Realm.

Where Skeletons are bare and brittle, Zombies lumber on with the stubborn momentum of the recently dead. Zombie flesh grants them a brutish resilience, but the soul fragment bound within is weak and broken, barely able to steer the ruin it inhabits. Slow, clumsy, and instinct-driven, zombies are little more than puppets twitching at the end of a necromancer’s thread. Given simple orders, they obey without thought or fear, lurching onward until their decaying frames collapse into ruin.

Zombies stagger through Dungeons & Dragons, 5E, Pathfinder, and fantasy RPGs as relentless, decaying hordes, animated by shattered souls and the corrupting touch of the Styx.

Zombie Lore

  • Splintered Souls: A zombie’s clumsy movements are caused by the shattered state of its soul fragment. It cannot adapt to complex tasks without direct command.
  • Rotting Resilience: Zombies are notoriously hard to kill because the necromantic energy lashing the soul to the flesh slows decay and numbs the body to pain.
  • Tethered by Will: Destroying the necromancer or greater undead that commands a group of zombies may cause the mindless horde to collapse into inert corpses — though some linger in a frenzy of confused hunger.
  • The Styx’s Touch: In cursed places near a breach of the River Styx, corpses can sometimes rise as walking dead without any master’s command, driven only by broken instinct and the river’s foul memory.

A relentless horde of reanimated Zombies marches to serve their necromantic overlords

Zombie Tactics

Zombies act mindlessly, following the commands given to them by their master. Unless directed otherwise, these reanimated corpses will lumber to the nearest foe and attempt to overwhelm them. Once a target has been brought down, the Zombies will attempt to feed upon its flesh.

Zombie Statblocks

Zombie

The classic shambling undead, Zombies are rotting corpses animated by splintered souls, driven by instinct and dark magic. Tough, tireless, and unthinking, they overwhelm the living through sheer persistence.

Zombie

Summoned with Foe Foundry

Medium Undead (Zombie)

AC 8 Initiative -2 (8)

HP 15 (2d8 + 6)

Speed 20 ft.

Mod Save
Str 14 +2 +2
Dex 6 -2 -2
Con 16 +3 +3
Mod Save
Int 3 -4 -4
Wis 6 -2 -2
Cha 5 -3 -3

Vulnerabilities Radiant

Immunities Poison; Poisoned

Senses Darkvision 60 ft., Passive Perception 8

Languages Understands Common but can't speak

CR 1/4 (50 XP; PB +2)

Traits

Filth Fever (Disease). This creature can inflict the Filth Fever disease: A raging fever sweeps through the creature's body. The creature is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.

Actions

Rotten Grasp. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage. On a hit, the target must make a DC 12 Constitution saving throw. On a failure, the target loses 1 hit die and rolls those die and takes that much poison damage. If the target is out of hit die, it is diseased with Filth Fever.

Reactions

Won't Stop Coming (1/day). When the zombie is reduced to 0 hit points, it instead resets its hitpoints to 10 and may shamble up to half its movement speed towards the nearest creature. This ability cannot be used if the damage is radiant or from a critical hit.

Summon your own Zombie

Zombie Brute

A hulking variant of the standard Zombie, the Zombie Brute is stitched together from larger bodies or masses of dead flesh. Stronger and more resilient, it serves as a blunt instrument for necromancers and greater undead.

Zombie Brute

Summoned with Foe Foundry

Medium Undead (Zombie)

AC 8 Initiative -2 (8)

HP 42 (5d8 + 20)

Speed 20 ft.

Mod Save
Str 14 +2 +2
Dex 6 -2 -2
Con 18 +4 +4
Mod Save
Int 3 -4 -4
Wis 6 -2 -2
Cha 5 -3 -3

Vulnerabilities Radiant

Immunities Poison; Poisoned

Senses Darkvision 60 ft., Passive Perception 8

Languages Understands Common but can't speak

CR 1 (200 XP; PB +2)

Traits

Flesh Rot (Disease). This creature can inflict the Flesh Rot disease: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Actions

Rotten Grasp. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 12 (3d6 + 2) bludgeoning damage. On a hit, the target must make a DC 12 Strength saving throw or be Grappled (escape DC 12).

Toxic Breath (Recharge 5-6). The zombie exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw. On a failure, the creature takes 10 (3d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Flesh Rot.

Reactions

Rotten Flesh (1/day). The zombie ignores the first source of bludgeoning, piercing, or slashing damage it receives.

Summon your own Zombie Brute

Zombie Gravewalker

A Zombie Gravewalker forms when death and corruption pool to a breaking point and the deathly influence of the Styx begins to leak into the Mortal Realm. This often occurs in ancient graveyards.

Zombie Gravewalker

Summoned with Foe Foundry

Medium Undead (Zombie)

AC 8 Initiative -2 (8)

HP 93 (11d8 + 44)

Speed 20 ft.

Mod Save
Str 18 +4 +4
Dex 6 -2 -2
Con 18 +4 +4
Mod Save
Int 3 -4 -4
Wis 6 -2 -2
Cha 5 -3 -3

Vulnerabilities Radiant

Immunities Poison; Poisoned

Senses Darkvision 60 ft., Passive Perception 8

Languages Understands Common but can't speak

CR 3 (700 XP; PB +2)

Traits

Fatigue's Embrace (Disease). This creature can inflict the Fatigue's Embrace disease: The creature's body is wracked with fatigue. The creature gains a level of Exhaustion each time it takes a long rest. The creature cannot remove Exhaustion during a long rest.

Actions

Rotten Grasp. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 25 (6d6 + 4) bludgeoning damage. On a hit, the target must make a DC 14 Strength saving throw or be Grappled (escape DC 14).

Toxic Breath (Recharge 5-6). The zombie exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, the creature takes 24 (7d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Fatigue's Embrace.

Reactions

Rotten Flesh (1/day). The zombie ignores the first source of bludgeoning, piercing, or slashing damage it receives.

Summon your own Zombie Gravewalker

Zombie Ogre

A massive, muscle-bound horror, the Zombie Ogre combines the brute strength of ogres with the unyielding stamina of undeath. These creatures are often unleashed as living siege weapons against settlements and strongholds.

Zombie Ogre

Summoned with Foe Foundry

Large Undead (Zombie)

AC 8 Initiative -2 (8)

HP 66 (7d10 + 28)

Speed 30 ft.

Mod Save
Str 16 +3 +3
Dex 6 -2 -2
Con 18 +4 +4
Mod Save
Int 3 -4 -4
Wis 5 -3 -1
Cha 5 -3 -3

Vulnerabilities Radiant

Immunities Poison; Poisoned

Senses Darkvision 60 ft., Passive Perception 7

Languages Understands Common but can't speak

CR 2 (450 XP; PB +2)

Traits

Mindfire (Disease). This creature can inflict the Mindfire disease: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.

Actions

Rotten Grasp. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 20 (5d6 + 3) bludgeoning damage. On a hit, the target must make a DC 13 Constitution saving throw. On a failure, the target loses 1 hit die and rolls those die and takes that much poison damage. If the target is out of hit die, it is diseased with Mindfire.

Bonus Actions

Overrun (1/day). Immediately after the zombie hits an enemy with an attack, it may move up to half its movement without triggering opportunity attacks. If it ends its movement next to another creature, it may make an attack against that creature.

Reactions

Rotten Flesh (1/day). The zombie ignores the first source of bludgeoning, piercing, or slashing damage it receives.

Summon your own Zombie Ogre

Zombie Giant

The Zombie Giant is a towering nightmare, a fallen giant lashed back into motion by necromantic rituals. Its immense size and decaying strength make it a catastrophic force on the battlefield.

Zombie Giant

Summoned with Foe Foundry

Huge Undead (Zombie)

AC 9 Initiative -1 (9)

HP 207 (18d12 + 90)

Speed 30 ft.

Mod Save
Str 20 +5 +5
Dex 8 -1 -1
Con 20 +5 +8
Mod Save
Int 5 -3 -3
Wis 7 -2 +1
Cha 7 -2 -2

Vulnerabilities Radiant

Immunities Poison; Poisoned

Senses Darkvision 60 ft., Passive Perception 8

Languages Understands Common but can't speak

CR 8 (3,900 XP; PB +3)

Traits

Blinding Sickness (Disease). This creature can inflict the Blinding Sickness disease: An infected creature's mind is gripped by pain and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is Blinded.

Actions

Multiattack. The zombie makes two Rotten Grasp attacks.

Rotten Grasp. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 26 (6d6 + 5) bludgeoning damage. On a hit, the target is Grappled (escape DC 16).

Toxic Breath (Recharge 5-6). The zombie exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, the creature takes 45 (13d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Blinding Sickness.

Wild Cleave (1/day). The zombie makes an attack against every creature within 10 ft. On a hit, the creature is pushed up to 20 feet away.

Reactions

Rotten Flesh (1/day). The zombie ignores the first source of bludgeoning, piercing, or slashing damage it receives.

Summon your own Zombie Giant

Zombie Titan

An ambitious Lich or Necromancer Archmage will occasionally seek out and slay an ancient titan and raise its body as a Zombie Titan. These behemoths of rotting flesh and splintered spirit cause whole armies to tremble upon their approach.

Zombie Titan

Summoned with Foe Foundry

Huge Undead (Zombie)

AC 9 Initiative +3 (13)

HP 325 (26d12 + 156)

Speed 30 ft.

Mod Save
Str 22 +6 +10
Dex 8 -1 -1
Con 22 +6 +10
Mod Save
Int 5 -3 -3
Wis 8 -1 +3
Cha 7 -2 -2

Vulnerabilities Radiant

Immunities Poison; Poisoned

Senses Darkvision 60 ft., Passive Perception 9

Languages Understands Common but can't speak

CR 12 (8,400 XP; PB +4)

Traits

Fatigue's Embrace (Disease). This creature can inflict the Fatigue's Embrace disease: The creature's body is wracked with fatigue. The creature gains a level of Exhaustion each time it takes a long rest. The creature cannot remove Exhaustion during a long rest.

Legendary Prowess (3/day). The zombie can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.

Actions

Rotten Grasp. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 23 (5d6 + 6) bludgeoning damage. On a hit, the target is pushed up to 20 feet horizontally.

Boulder (1/day). The zombie tosses a boulder at a point it can see within 60 ft. Each creature within a 20 ft radius must make a DC 16 Dexterity saving throw. On a failure, the creature takes 31 (3d20) bludgeoning damage and is knocked Prone. On a success, the creature takes half damage and is not knocked prone.

Toxic Breath (Recharge 5-6). The zombie exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failure, the creature takes 31 (9d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Fatigue's Embrace.

Reactions

Won't Stop Coming (1/day). When the zombie is reduced to 0 hit points, it instead resets its hitpoints to 160 and may shamble up to half its movement speed towards the nearest creature. This ability cannot be used if the damage is radiant or from a critical hit.

Legendary Actions (3)

Charge. The zombie moves up to half its speed and makes an Rotten Grasp attack.

Recharge. The zombie uses or attempts to recharge one of its Recharge abilities. It can't take this action again until the start of its next turn.

Replenish. The zombie gains 10 temporary hitpoints. It can't take this action again until the start of its next turn.

Summon your own Zombie Titan

Zombie Encounter Ideas

Zombies create dangerous, open-ended encounters perfect for adding dread and chaos to your sessions, from relentless hordes to cursed awakenings.

  • A horde of loosely dispersed Zombies (at least 30) drifts aimlessly across the landscape, blocking progress for the PCs
  • A loud noise or disruption, such as a shouted spell, a ringing bell, or a dropped item, awakens a hidden cluster of Zombies buried beneath the mud, snow, or rubble.
  • 20 (6d6) Zombies batter at a barricaded door where a wounded Priest and Scout make a desperate final stand, shouting for help as the dead break through.
  • A Necromancer Adept and her 10 Zombie minions battle a group of 3 Ogres, seeking to slaughter and reanimate the brutes as stronger undead servants.

Zombie Adventure Ideas

Zombie-themed adventures offer haunting mysteries and grim challenges, from cursed graveyards to ancient burial mounds teeming with the restless dead.

  • A nearby lake contains a shrine guarding ancient artifacts maintained by Knights of a holy order. Once pristine, the lake now stinks of rot. Villagers and creatures buried nearby have begun to rise as reanimated dead Zombies
  • The village Priest begs the PCs to lift a curse haunting her temple. On the 13th day of the month, at 1:13am, the bell of the temple rings discordantly 13 times, and the bodies of the saints interred below begin to stir as Zombies risen by dark magic.
  • The ancient warding stones atop a burial mound have crumbled. A Wight stirs beneath the earth, gathering lost travelers and fallen beasts to create an undead horde of Zombie thralls.
  • A traveling peddler (a Necromancer Mage in disguise) sold “miracle charms” to the desperate. The charms bring fleeting fortune... followed by sudden, fatal misfortune. Now the dead rise as Zombies, drawn toward the peddler’s last known camp.