Armor Class
8
Hit Points
22
(3d8 + 9)
Speed
20 ft.
STR
13
(+1)
DEX
6
(-2)
CON
16
(+3)
INT
3
(-4)
WIS
6
(-2)
CHA
5
(-3)
Saving Throws
WIS +0
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
Darkvision 60 ft., Passive Perception 8
Languages
understands the languages it knew in life but can't speak
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
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.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Description
Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.
0
They just get buffs but run off the zombies page the buffs should be shown below where it says ash zombies
the alterations should be listed in the adventure
yeah makes no sense but at least the armor class kinda evens it out a little
Basilisks are very good for low level
Is there a reference for these awesome descriptions you're giving?
They changed the zombies undead fortitude, right? I was sure it was 10, or half the damage taken whichever was higher. Please someone tell me I’m not loosing my mind.
DISPEL MAGIC
- What would be a weight for a single zombie ? -
If you figgure this out i will be proud
That is the con save required to continue to maintain concentration on a spell after taking damage
The average medieval man weighed around 158 lbs. So, accounting for the decay and postmortem dehydration, I'd say about 140-145 lbs. They might weigh more or less depending on the conditions during decomposition, and how long they were dead exactly. Very unscientific guess but still.
Undead Fortitude is no joke! My players fought a dozen zombies, and no matter how many hits they landed the zombies kept making their CON saves. Eventually, the party was just trying to stay alive and contain a mob 1hp zombies that looked like pincushions from all the arrows sticking out of them, while the cleric went around finishing them off one at a time with Sacred Flame. When our dwarf scored a critical hit against one, everyone cheered!
The party definitely had a moment of horror where it felt like they were up against a relentless, unstoppable undead horror until they figured out the Sacred Flame trick. Definitely made for a great nail-biting encounter!
Can you inspire zombies and skeletons with the Inspiring Leader feat?
I'm playing a wizard necromancer and got into a discussion with our paladin because he says our warlock can't inspire my zombies and skeletons because they are undead and can only obey my commands, and therefore they can't be inspired since they have no free will, even though the stat block clearly says that they understand all languages they spoke in life so they, in theory, could undestand the inspiring speech from our warlock.
My party and I were doing a low-level campaign. Our party split when the Paladin and Monk went looking for wild weapon shops. The cleric, blood hunter, sorcerer and bard all decided it would be smart to walk into a zombie infested tower. They were swarmed, the sorcerer disengaged, the cleric healed the bard, disengaged, but couldn't get away with 25 feet. He fell unconscious, the blood hunter grabbed the cleric and bolted. That left the bard all alone... didn't see him again.
(Btw I played the Dwarven Cleric).
zombies dont feel pain
D&D is so much fun
Gonna make a homebrew race based off this
a lot of stuff but like the discribing