Aggressive. As a bonus action, the zombie can move up to half its speed toward a hostile creature it can see.
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.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
Zombie
Necromantic energies come from many sources and can affect radically differently a creature, based on its past, condition and environmental factors. Some necromancers constantly experiment on their creations, trying to raise always deadlier servants, while diseases spreading from terrible places can also raise the dead under the right circumstances.
Feral Zombie
Feral zombies are the most aggressive zombies that can be found, they roam in packs and run after any source of food they can find. They are surprisingly fast compared to their slower kind. What makes them truly dangerous is that, at first glance, nothing allows to tell them apart from regular zombies, until they start moving at an alarming speed.
Optional: Infestation
Some zombies can transmit a terrible affliction that will in time kill anyone they wound, turning it into one of the undead.
Infestation. When a living creature is wounded by a zombie, it must succeed on a DC 12 Constitution saving throw or become diseased. The diseased target can't regain hit points, and it gains one level of exhaustion for every 24 hours that elapse. If the target dies, it rises as a zombie in the following turn. The disease lasts until removed by the lesser restoration spell or other magic.
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