Plagued. When the swarm hits with an attack, it deals an extra 10 (3d6) necrotic damage (included in the attack).
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.
Undead Swarm Fortitude. The swarm fights at full strength until it is completely destroyed.
Multiattack. The horde uses its pull under ability if able, then uses its gnaw and claw attack.
Gnaw and Claw. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage, and the target must succeed a DC 13 Constitution saving throw or become poisoned until the end of their next turn.
Pull Under. The horde attempts to envelope a creature within its space. The target must succeed on a DC 13 Strength saving throw or be knocked prone and considered grappled (escape DC 13) as they are pinned to the ground under a sea of zombies. This ability can only be used if the horde is above half of its maximum hit points.
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.
Horde of Zombies
A single zombie isn’t too dangerous, even for an inexperienced group of adventurers. Two or more starts to become more of challenge, but things start to smell rotten when the undeads congregate into unstoppable swarm of flesh craving corpses. The mindless host devour everything in its path, pilling over preys and tearing them to pieces before moving to its next victim.
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.
Great stuff - the book these are all from is great
Yep, Book of Beautifull Horror, taking a lot of monsters from the witcher setting to put them in D&D! I've tried to put most of them in ddb for ease of use
Yeah I have the book - it is great. I will have to remember to look for them here. Party is going to face a noonwraith next :)