Blood Frenzy. The zombie has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Herald of Decay. All food and liquid within 60 feet of the zombie spoils instantly. Rations turn bad, meat rots, bread becomes stale and water becomes unsafe to drink. Small nonmagical plants wither and die, while trees become sick and start to rot. Perishables protected by air-sealed containers are unaffected.
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.
Voracious Aura. Any living creature that starts its turn within 20 feet of the zombie or enters the affected area for the first time on a turn must succeed a DC 14 Constitution saving throw. On a failed save, the target's hit point maximum is reduced by 7 (2d6), and the zombie regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Multiattack. The zombie makes two unarmed strike attacks and one bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Instead of dealing damage, the zombie can grapple the target (escape DC 14).
Devour. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature that is grappled by the zombie, incapacitated or restrained. Hit: 22 (4d8 + 4) piercing damage. A creature taking damage from the attack suffers from a lingering injury (p.272 of the Dungeon Master's Guide)
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.
Ravenous Zombie
Ravenous zombies are the incarnation of the hunger that afflicts them all. They always look famish and are constantly searching for a source of food, never standing around. They are just skin and bones, no matter how much they gorge themselves and a light of malevolent cunning glean in their eyes. Any creature that comes close to them can feel their life force sucked out by the undead, feeling the devouring hunger growing into them. Food spoils instantly in their presence, milk turns sour and any ration rot instantly.
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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