Large Undead, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 161 (16d10 + 79)
Speed 40 ft., fly 40 ft., swim 40 ft.
STR
21 (+5)
DEX
8 (-1)
CON
21 (+5)
INT
3 (-4)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws WIS +2
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 30 ft., Passive Perception 9
Languages Can’t speak, but understands the languages it knew in life
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Undead Fortitude. If the zombie is reduced 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.

Undead Nature. A zombie doesn’t require air, food, drink, or sleep. 

Actions

Multiattack. The zombie makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Poison Breath (Recharge 5–6). The zombie exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Roll or choose from the list below. The selected creature appears in a random unoccupied space within the Breath Weapon’s area of effect, at half it’s maximum hit points, rounded down.

D6.

1. Giant Rat.

2. Giant Centipede.

3. Swarm of Rats.

4. Diseased Giant Rat.

5. Swarm of Insects (Wasps).

6. Swarm of Rot Grubs. (Found in Mordenkainen Presents: Monsters of the Multiverse, if not owned, use a Swarm of Insects (Beetles) instead).  

Description

The following template can be used to create zombies of any creature with the dragon creature type, instead of using the template found in the creating an NPC table in the Dungeon Master’s Guide. The zombie might retain or loose any or none of its Legendary, Mythic or Lair Actions, as the DM sees fit.

Retained Characteristics. The zombie retains its vulnerabilities, resistances and immunities.

Lost Characteristics. The zombie looses any special senses, any languages, any skill or saving throw bonuses and the traits Amphibious, Spellcasting or Innate Spellcasting if it has them. It can’t speak, but understands the languages it knew in life.

ActionsThe zombie retains any action that required it to make an attack roll, also retaining multiattack. If the zombie’s breath weapon or bite actions deal acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage, reduce this damage by half, rounding down.

Creature Type. The zombie’s creature type is undead, and it looses any tags.                    

Undead Fortitude. If the zombie is reduced 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.

Undead Nature. The zombie doesn’t require air, food, drink, or sleep.                                     

Alignment. The zombie is typically Neutral Evil. 

Ability Scores. The zombie’s Ability Scores change as follows: STR +2 DEX -4 CON +4 INT 3 (-4) WIS 8 (-1) CHA 5 (-3)                                                                                                      

Armour Class. The zombie’s Armour Class changes in accordance to the changes to its Dexterity Score: remove the ability score bonus from the zombie’s Armour Class, recalculate the zombie’s Dexterity Score, and apply the new bonus to the zombie’s Armour Class.

Speed. Reduce the zombie’s Fly speed by half, rounding down.                                              

Poison Immunity. The zombie is immune to Poison Damage and to the Poisoned Condition.

Saving Throw Proficiency: Wisdom. The zombie is proficient in Wisdom Saving Throws.     

Senses. The zombie has Darkvision up to a radius of 30 feet.

Fetid Infestation. The zombie only has access to this characteristic if it is size large or larger and has a Breath Weapon action. When the zombie uses it’s Breath Weapon Action, roll or choose from the list below. The selected creature appears in a random unoccupied space within the Breath Weapon’s area of effect, at half it’s maximum hit points, rounded down.

D6.

1. Giant Rat.

2. Giant Centipede

3. Swarm of Rats.

4. Diseased Giant Rat.

5. Swarm of Insects (Wasps).                                                                                                         

6. Swarm of Rot Grubs. (Found in Mordenkainen Presents: Monsters of the Multiverse, if not owned, use a Swarm of Insects (Beetles) instead).

Hit Points. Add 9 times the zombie’s constitution modifier Hit Points to it’s maximum hit points. 

Previous Versions

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