AC
8
Initiative
-2 (8)
HP
15
(2d8 + 6)
Speed
20 ft.
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 |
Immunities
Poison; Exhaustion, Poisoned
Senses
Darkvision 60 ft., Passive Perception 8
Languages
Understands Common plus one other language but can’t speak
CR
1/4 (XP 50; PB +2)
Traits
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.
Actions
Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage.
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.
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.
Here comes the baseless AI accusations, because the hand is turned at an angle for a... zombie. Almost as if a zombie is a reanimated mangled corpse.
Im doing a second encounter in my campaign and i don't know if i should use zombies as the characters are lvl 1 and they have just faced a skeleton should i change the encounter to add variety pls reply soon?
They still have proficiency in WIS saving throws. If you look at the stat block you can see even though they have -2 WIS their WIS save is 0.
Poor Necromancers, forced to use zombies.
I don't see that
The digital 2024 Monster Manual and PHB Zombie entries say -2 (8) and not +2 (12) for Initiative like it says here. Also, my physical 2024 PHB says 4 (1d6+1) for damage and not 5 (1d8+1), so that's another addition for PHB errata. What's the usual process for letting them know to correct this?
I've always wondered, why aren't zombies resistant or immune to necrotic damage?