Mod | Save | ||
---|---|---|---|
STR | 13 | +1 | +1 |
DEX | 6 | -2 | -2 |
CON | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
INT | 3 | -4 | -4 |
WIS | 6 | -2 | +0 |
CHA | 5 | -3 | -3 |
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.
Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage.
Description
Humanoid zombies usually serve as guardians, servants, or soldiers for evil magic-users. In rare cases, foul magic might result in widespread reanimation of the dead, unleashing hordes of zombies to terrorize the living.
Zombies
Zombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances.
Zombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.
Necromancers still have a chance of bogging down initiative yet. Brings a tear to my eye. :')
Oof what a nerf compared to 2014.
The only change from the 2014 version is that they have one hit die less, resulting in 7 average HP less (15 vs. 22). I have to say, I prefer the Zombies from MCDM's Flee, Mortals. Undead Fortitude can turn combats into a slog if a group doesn't have access to radiant damage.
Any change?
Fortunately, Holy Water is now a DEX save and will typically be a DC of at least 10 against something with a negative DEX mod. So if it procs, just toss a flask or two of Holy Water at the shambler and it should be down for good. The price is a factor, but after level 1 or 2 it's a case of bringing the right gear for the job.
They gained immunity to Exhaustion, but they're missing proficiency in WIS saving throws. Why they had them in the first place I don't know.
Good catch, didn't notice that! Notably, immunity to Exhaustion ensures they are still immune against the Sleep spell.
The art looks cooler, at least in my opinion.
fight him
What's with the art showing the zombie casting some kind of spell?
2024 PHB says their Wisdom Saving Throw is 0, not -2.
AI art, look at the hands. Good job WoTC
They also have double proficiency in Initiative now. +2 instead of -2. And their damage die has been increased from a d6 to a d8, increasing their static damage from 4 points to 5.
Oh, and they gained Immunity to Exhaustion.