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.
Unusual Nature. The zombie doesn’t require air, food, drink, or sleep.
Multiattack. The swamp zombie makes two Slam attacks; or one Slam attack and one Festering Vine attack
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d8-1) necrotic damage.
Festering Vine. Ranged Weapon Attack: +5 to hit, range 10/30 ft., one target. Hit: 4 (1d6 + 1] piercing damage plus 5 (1d8 + 1) necrotic damage.
Reeking Miasma (3/Day). The swamp zombie releases foul-smelling marsh gas in a 30-foot-radius sphere centered on itself. Each creature in that area must make a DC 12 Constitution saving throw, taking 2 (1d4+1) poison damage on a failed save, or half as much damage on a successful one. The cloud otherwise acts as a stinking cloud.
Swamp Fever (1/day). Any creature that starts its turn within 10 feet of the swamp zombie for the next 10 rounds must make a DC 12 Constitution saving throw. On a failed save, the creature is poisoned and can’t regain hit points until the end of its next turn. In addition, they have disadvantage on all weapon attacks or saving throws based on DEX as their primary ability. They can repeat this save on subsequent rounds if they choose; but they receive a cumulative -2 penalty on their saving throw with each subsequent failed save; and if this would make the total penalty greater than their CON score they begin taking necrotic damage from the fever (4 (1d8) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this damage rises 24 hours later as a new swamp zombie unless a gentle repose or true resurrection is cast upon them; the contagion spoils all other revivifying magics . On a successful save, the creature is immune to this swamp zombie’s Swamp Fever for 24 hours.
Description
Among the undead, a lone zombie is ordinarily viewed with little fear; their terror is in the sheer numbers of their shambling hordes, or in the vast agglomerations of putrid flesh they can be crushed into en masse. In the case of the swamp zombie, however, some dark magic or curse ... or merely the force of despair and hatred the corpse's former owner felt as they sank helplessly into a slow and suffocating death by mud and water and quicksand -- perhaps at the hands of some cackling enemy like Aloysius Clay knew ... has infused its decaying form with ancient spirits of evil. Mumm-Ra is the only name that has even dared to be whispered by those few sages who take perverse satisfaction in studying such things; and those sages are generally found shortly thereafter with their crushed throats dripping water and slime, even if they were murdered in a desert metropolis thousands of miles from the nearest swamp.
Swamp zombies are swifter than other undead of their class, but less hardy, as the rotting vegetation and vines that envelop them give and sway but are more easily cut or crushed than the half-cured, half-rotted flesh of an ordinary zombie. To offset this apparent disadvantage, the rotting growths and slimes cling so thickly to a swamp zombie's body that they must be destroyed first before more vital parts of the zombie are destroyed. Therefore, the swamp zombie's natural armor class is 13; if it somehow manages to retain enough intact armor it can benefit from its protection as well, as follows: 50% or more remaining of a suit of light armor will increase the swamp zombie's AC to 15. Medium and heavy armors, unless made entirely of nonmetallic materials such as hide, will be more corroded in the watery or muddy environments the swamp zombie needs to remain in to avoid beginning to fall apart (losing 1hp/hour; this damage cannot be healed by the zombie until it is back in one of its natural environments.
Previous Versions
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6/17/2025 12:53:28 AM
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