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Returning 35 results for 'zombie'.
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zombies
Monsters
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.Slam. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1
Monsters
Disgorge Zombie. As a bonus action, the tyrannosaurus zombie can disgorge a normal zombie, which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative
count. After a zombie is disgorged, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Disgorge Zombie"}. On a roll of 1, the tyrannosaurus zombie runs out of zombies to disgorge and loses
Monsters
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.Morningstar. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Morningstar"} to hit, reach 5 ft., one target. Hit: 13
Monsters
Aggressive. As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see.
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.Multiattack. The zombie makes five
Monsters
Deathly Stench. Any creature that starts its turn within 10 feet of the zombie must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage and be poisoned until the start of the
creature’s next turn.
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
Ash Zombie
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monsters
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.
Ash Puff. The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or
Monsters
Loathsome Limbs. Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Loathsome Limbs"} to determine what
else happens to it:
1–8: One leg is severed from the zombie if it has any legs left.9–16: One arm is severed from the zombie if it has any arms left.17–20: The zombie is
Monsters
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.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 14 (4d6
Monsters
Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead.
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.Multiattack. The zombie makes two melee attacks
Monsters
Curse of the Husk. A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn.
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.Multiattack. The zombie makes two claw
Monsters
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.Tail. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Tail"} to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4
monsters
Ghostly Body (Void Ghost Form Only). The nihilethic zombie has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the zombie can move through other
inside an object.
Undead Fortitude. If damage reduces the nihilethic zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from
monsters
Regeneration. The zombie troll regains 10 hit points at the start of its turn. If the zombie troll takes acid or radiant damage, this trait doesn’t function at the start of the zombie troll
’s next turn. The zombie troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.Multiattack. The zombie troll makes two attacks.
Morningstar. Melee Weapon Attack: +6
Monsters
Curse of the Husk. A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn.
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.Multiattack. The zombie makes two claw
Monsters
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.
Viral Aura. Any creature that starts its turn within 10 feet of the
Monsters
, or the swarm dies.Among the undead, a lone zombie ranks far from the most menacing. The horror of the shambling dead lies not in their individual menace, though, but their numbers, their persistence
relentless marches, zombies might suffer all manner of trauma, potentially reducing them to masses of crawling limbs, infecting them with terrible diseases (see zombie plague spreader), or crushing an entire horde into a single, rotting titan (see zombie clot).PoisonBludgeoning, Piercing, Slashing
Monsters
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 fire or from a critical hit. On a
success, the zombie drops to 1 hit point instead.Slam. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1
Monsters
Numbing Aura. Any creature that starts its turn within 10 feet of the zombie must make a DC 17 Constitution saving throw. Unless the save succeeds, the creature can't make more than one attack, or
take a bonus action on that turn.
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 fire
Monsters
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.Javelin. Melee Weapon Attack: +1;{"diceNotation":"1d20+1","rollType":"to hit
Compendium
- Sources->Monster Manual
Zombie A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it
can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.
“After Beek died, we cast an Animate Dead spell on his corpse. It
Compendium
- Sources->Sleeping Dragon’s Wake
Greater Zombie Greater Zombie
Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR
18(+4)
DEX
10(+0)
CON
17(+3
, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
Challenge 5 (1,800 XP)
Turn Resistance. The zombie has advantage on
Compendium
- Sources->Tomb of Annihilation
Tyrannosaurus Zombie A tyrannosaurus zombie has a gullet full of smaller zombies, which it can disgorge. These zombies aren’t under the tyrannosaurus zombie’s control. Tyrannosaurus Zombie
Huge
)
CHA
5 (–3)
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 6
Languages —
Challenge 8 (3,900 XP)
Disgorge Zombie. As a bonus action
Compendium
- Sources->Tomb of Annihilation
Ankylosaurus Zombie This creature is slow and barely aware of its surroundings. Ankylosaurus Zombie
Huge undead, unaligned
Armor Class 14 (natural armor)
Hit Points 68 (8d12 + 16)
Speed 20 ft
darkvision 60 ft., passive Perception 8
Languages —
Challenge 3 (700 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the
Compendium
- Sources->Tales from the Yawning Portal
Greater Zombie Many of those who brave the Tomb of Horrors believe they have reached their ultimate destination when they disturb a skeletal figure inside a secluded crypt. It is, in fact, a greater
zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. Undead Nature. A zombie doesn’t require air, food, drink, or sleep. Greater Zombie Medium
Compendium
- Sources->Tomb of Annihilation
Girallon Zombie Girallons are four-armed apes with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their
murderous hearts and their hunger for living flesh. Girallon Zombie
Large undead, chaotic evil
Armor Class 11 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 30 ft., climb 30 ft.
STR
18
Compendium
- Sources->Sleeping Dragon’s Wake
Zombie Escape Set the scene by reading the following boxed text aloud: Groans fill the air as moaning humanoid figures covered in dried bird droppings sprint toward you on the road. As these beings
one additional greater zombie for every two members of the party (rounded down), not including sidekicks. The zombies attack the characters, fighting until destroyed. At first Alevene and Niri help the
Compendium
- Sources->Infernal Machine Rebuild
Greater Zombie A greater zombie is a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. GREATER ZOMBIE
Medium undead, neutral evil
Armor Class 15
understands the languages it knew in life but can’t speak
Challenge 5 (1,800 XP)
Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead.
Undead Fortitude. If
Compendium
- Sources->Monster Manual
Ogre Zombie A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path
. A zombie armed with a weapon uses it, but the zombie won’t retrieve a dropped weapon or other tool until told to do so. Undead Nature. A zombie doesn’t require air, food, drink, or sleep. Ogre
Compendium
- Sources->Divine Contention
Greater Zombie Greater Zombie
Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR
18(+4)
DEX
10(+0)
CON
17(+3
, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
Challenge 5 (1,800 XP)
Turn Resistance. The zombie has advantage on
Compendium
- Sources->Curse of Strahd
Strahd Zombie Strahd zombies are undead that serve the vampire Strahd von Zarovich. Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd
are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to any part
Compendium
- Sources->Dragons of Stormwreck Isle
Zombie Resurgence If the adventurers did not fight the zombies when they first arrived on the island, the zombies cause trouble later. After the characters have spent some time at the cloister, they
new acquaintances—Blepp the kobold and Tarak the human gardener—hanging in the balance. See “Drowned Sailors” for help getting the encounter started. Blepp has 2 hit points left after a zombie hit him
Compendium
- Sources->Waterdeep: Dungeon of the Mad Mage
38. Zombie Horde Zombies. The stench of death fills this 20-foot-high cavern, which contains forty zombies in various states of decay. They shamble about aimlessly.
Sinkhole. A 70-foot-deep
Compendium
- Sources->Tomb of Annihilation
21. Zombie Door Adventurers on the balcony hear guttural moans coming from this door. Three oval holes are carved into a nine-foot-wide, nine-foot-high stone door at human head height. As you
Compendium
- Sources->Tomb of Annihilation
Yellow Musk Zombie Humanoid Hosts. A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine
that magically animates the host corpse, turning it into a yellow musk zombie under the young vine’s control. In addition to protecting the defenseless plant, the zombie acts as fertilizer for the
Compendium
- Sources->Tomb of Annihilation
Yellow Musk Creeper and Zombie