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.
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 FoundryMedium Undead (Zombie)
AC 8 Initiative +0 (10)
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)
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 Strength saving throw or be Grappled (escape DC 12).
Reactions
Undead Resilience. When 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 instead drops to 1 hit point.
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 FoundryMedium Undead (Zombie)
AC 8 Initiative +0 (10)
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)
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).
Reactions
Undead Resilience. When 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 instead drops to 1 hit point.
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 Gravecaller
$Zombie Gravecaller
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 FoundryLarge Undead (Zombie)
AC 8 Initiative +0 (10)
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 | 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 2 (450 XP; PB +2)
Traits
Chronotaenia (Disease). This creature can inflict the Chronotaenia disease: The creature's movements become sluggish. The creature has disadvantage on initiative rolls and starts each combat Dazed until the start of its next turn.
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 Strength saving throw or be Grappled (escape DC 13).
Toxic Breath (Recharge 5-6). The zombie exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, the creature takes 14 (4d6) 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 Chronotaenia.
Reactions
Undead Resilience. When 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 instead drops to 1 hit point.
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 FoundryHuge Undead (Zombie)
AC 9 Initiative +0 (10)
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)
Actions
Multiattack. The zombie makes two Rotten Grasp attacks. It may replace one attack with a use of its Disfiguring Curse.
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).
Disfiguring Curse (1/day). The zombie attempts to magically spread its curse to a target that it can see within 60 feet. The target must make a DC 14 Charisma save. On a failure, the target takes 31 (9d6) psychic damage and is cursed with horrible deformities. While deformed, the target gains a level of Exhaustion that does not go away when taking a long rest. The cursed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.
Wild Cleave (Recharge 5-6). The zombie makes an attack against every creature within 10 ft. On a hit, the creature is pushed up to 20 feet away.
Reactions
Undead Resilience. When 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 instead drops to 1 hit point.
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 FoundryHuge Undead (Zombie)
AC 9 Initiative +3 (13)
HP 324 (24d12 + 168)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 22 | +6 | +10 |
Dex | 8 | -1 | -1 |
Con | 24 | +7 | +11 |
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
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.
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 Grappled (escape DC 18).
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 Blinding Sickness.
Bonus Actions
Lunge (1/day). The zombie uses Dash and can make its next attack with advantage and an additional 5 feet of reach.
Reactions
Reject Divinity. When a creature the zombie can see within 30 feet regains hit points from a Divine source, the zombie reduces the number of hit points gained to 0 and the zombie instead deals 17 (5d6) necrotic damage to that creature.
Undead Resilience. When 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 instead drops to 1 hit point.
Legendary Actions (3)
Charge. The zombie moves up to half its speed and makes an Rotten Grasp attack.
Replenish. The zombie gains 10 temporary hitpoints. It can't take this action again until the start of its next turn.
Toxic Breath. The zombie uses or attempts to recharge its Toxic Breath ability. It can't take this action again until the start of its next turn.
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.