Homebrew Zombie Species Details

they could of been anything before they died it all comes to if the come alive again

Zombie Traits

Zombies are reanimated dead given unlife by necromantic magic. Their bodies are often decaying and falling apart.

Darkvision

 You can see in dim light within 60 feet of you as if it were bright light, and in darkness within the same range as if it were dim light. Absent even dim light, this vision is monochromatic.

Regenerate

Whenever you return to your full hit point maximum, any limbs or organs you lost can be reattached or spontaneously regrow.

Relentless

 When an effect would put you to sleep or force you to behave in a way you wouldn’t normally behave, you can act normally until the end of your next turn before succumbing to the effect. Also, when you are reduced to O hit points but not killed outright, you can drop to 1 hit point instead. You regain the use of this feature when you finish a long rest.

Shed Limbs

You can willingly remove a limb, losing 1 hit point each time you do. If you do so while grappled, you gain advantage on your next check to escape the grapple. You can also use shed limbs as clubs. Your removed limbs no longer work, unless you reattach them when you return to full hit points. If you shed a leg, your speed is halved, and if you shed all your legs, you fall prone.

Unnerving Deterioration

 If your Charisma is lower than 10, you have proficiency in the Intimidation skill.

Zombie Grab

At 2nd level, when you hit a creature with your slam you can make a grapple check against it as a bonus action.

Zombie Archetype

Zombie Archetypes

Rotting Corpse

Your body has begun the process of decay. Perhaps you were already dead for some time, or you having been wandering in humid conditions attracting molds, insects, and disease. Your skin and muscles are tattered, and your internal organs are swollen with noxious gases. You are mostly animated by necromantic magic, and when one of your broken limbs is hacked off (or merely falls off) it tries to crawl back to you so you can reattach it.

Animated Severance

Beginning when you choose this archetype at 3rd level when you suffer a critical hit you can choose to treat it as a normal hit and roll 1d6 on the following table.

  • 1–3: Your hand is hacked off and becomes a crawling claw (MM p. 44). You drop whatever you were holding in that hand. You cannot use a two-handed weapon (or any weapon if both hands are severed) until it is reattached, but you can still make slam attacks. The crawling claw acts on your turn in the initiative order and moves towards the nearest foe to attack it. If it cannot see any enemies it attempts to move to your space. The claw has hit points equal to 2.5 times your level.
  • 4–5: Your leg is severed, you fall prone, and you can only crawl until the limb is reattached. The leg is treated as a crawling claw with hit points equal to 3.5 times your level. Its speed is 10 ft. and it does not have any actions.
  • 6: Your head is severed. You can only draw a line of sight to your head. It is treated as a crawling claw with hit points equal to 2.5 times your level, a speed of 0 ft. and a bite instead of a claw attack: Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Until your head is reattached, you have disadvantage on your attack rolls.

A severed body part is placed within 5 ft. of you. If it is in the same space as your body you can use your action to reattach it. A body part that is reduced to 0 hit points becomes inert but can still be reattached unless it was subject to instant death (PHB p. 197).

Sickening Miasma

At 9th level, you can exude a revolting aura of decay as a bonus action. The aura is a 5 ft. sphere and each creature completely within the miasma at the start of its turn must make a Constitution saving throw against poison. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. On a failed save the creature is poisoned for 1 minute. The miasma lasts for 1 minute, and you must finish a long rest before you can create it again.

Putrescent Bite

At 13th level when you make a hungry bite attack, you can also regurgitate the rotting contents of your stomach onto your foe. After the hungry bite is resolved, the target must make a Constitution saving throw against disease. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. If the bite hit, the target has a disadvantage on the saving throw. On a fail, the target takes 1d10 + your Constitution modifier necrotic damage.

Unclean Weapons

At 17th level, the weapons you use are coated in ooze, dried blood and maggots. When you hit with a melee weapon attack other than your slam, the target takes an additional 1d6 poison damage.

Raging Cadaver

You are a well-preserved specimen, with dry taut skin and no broken bones. Some semblance of blood still oozes through your arteries. When excited, necromantic magic causes your blood to surge.

Reckless Speed

Beginning when you choose this archetype at 3rd level, you can choose to disregard the slow class feature and move at your normal base walking speed. If you do this, you have advantage on attack rolls with your slam attack that turn, but attack rolls against you have advantage until the end of your next turn.

Contortions

You can bend your joints beyond their limits. At 9th level, it does not cost you extra movement to climb or crawl. In addition, you may add your proficiency bonus to your Strength score when determining how far or high you can jump, and to your Dexterity score when escaping from bonds if you don't already use your proficiency bonus for these tasks.

Savage Bite

At 13th level, your hungry bite scores a critical hit on an attack roll of 19–20.

Raging Pounce

At 17th level, if you move at least 20 feet straight towards a creature and then hit it with a melee weapon attack on the same turn, the target must succeed on a Strength saving throw. The DC is 8 + your Strength modifier + your Proficiency bonus. On a failure, the target is knocked prone and grappled by you.

Jiangshi

Jianshi are corpses that rise when a roaming spirit claims it as a host, or because the burial rites were not completed correctly and the original spirit cannot leave the body. Jianshi are sometimes purposely created by a priest by placing a talisman on the corpse's forehead, ostensibly for transporting it back to its hometown for burial. They rise between four hours and one day after the time of death when rigor mortis is at its worse. For this reason, they are also known as stiff zombies, as they cannot easily bend their limbs. They remain mobile by hopping, with arms outstretched. Their nails have lengthened and hardened. Unlike other zombies, jianshi can absorb the life essence of living things that they kill by using their long, black tongue to perform a "death kiss".

Jiangshi Traits

When you choose this archetype at 3rd level, you gain the following features.

  • When you make your slam attack, you can choose to cause slashing damage instead of bludgeoning damage.
  • You are blind, and have blindsight to 30 feet. This replaces your darkvision. You have disadvantage on Wisdom (Perception) checks to notice creatures that do not breathe.
  • When you kill a living creature with a melee weapon attack, you gain temporary hit points equal to the creature's hit dice.
Draining Tongue

At 9th level, when you hit a creature with your hungry bite, you can choose to cause necrotic damage instead of piercing damage. You gain hit points equal to the damage inflicted. You can use this feature twice, then must finish a long rest before you can use it again.

Last Gasp

At 13th level, you can use your action to exhale a rancid green musk that can paralyze. Creatures in a 15-foot cone must make a Constitution saving throw against poison. The DC is 8 + your Constitution modifier + your proficiency bonus. On a failure, the target is paralyzed for 1 minute. At the end of each of their turns, targets can make another Constitution saving throw. On a success, the paralysis ends on the target. You must finish a long rest before you can use this feature again.

Consume Personality

At 17th level when a humanoid drops to 0 hit points or lower within 10 squares of you, you may change your appearance to match that of the deceased. You gain all that creature's skill proficiencies, weapon proficiencies and the ability to mimic that creature's voice (allowing you to talk normally). The facade lasts for 1 hour as long as you can concentrate on it (as though this were a spell). The effect also ends prematurely if you are revealed to be an impostor by someone who knew that creature. You must finish a long rest before you can use Consume Personality again.

Improved Grab

At 10th level, you add your proficiency bonus to grapple checks and opposed checks when a creature tries to escape your grapple if you do not already use your proficiency bonus for those checks. In addition, creatures grappled by you have disadvantage on attack rolls.

Gather the Dead

at the 15th level you may revive 2 monsters under tear 3 that have been dead for less then an hour to serve you for 5 turns then returning to there previous state of death

Zombie Lord

At 20th level, when you make an attack with a weapon with which you are proficient, you can make a slam attack as a bonus action.

Recalled Personality

At 12th level your Intelligence, Wisdom, and Charisma each increase by 1 (to a maximum of 20.)

At 19th level, your Intelligence, Wisdom, and Charisma each increase by 1 (to a maximum of 20).You gain proficiency in one skill of your choice.

Zombie Slam

You deal damage like a feral animal when unarmed, punching or biting your opponent. Your unarmed strikes can deal ld3 bludgeoning damage, and they have the light and finesse weapon properties. You have proficiency with them. You can only attack by flailing your rotting arms or swinging simple weapons. You have disadvantage on attack rolls made with martial weapons, regardless of proficiencies granted to you by race, feats, or classes other than a zombie. If you have one hand free, you can use an action to make a slam attack. This is a melee weapon attack with an attack roll of your Strength modifier + your Proficiency bonus. It deals 1d6 + your Strength modifier bludgeoning damage. The damage die increases to 1d8 at 5th level, to 1d10 at 15th level, and 1d12 at 20th level.

Languages

You speak, read, and write Common and one other language, which is most often Shadowtongue.

Causa Mortis

Drowned One

Most zombies that perished in the sea become rotting corpses. Other archetypes might be bodies that were recovered swiftly from shallower waters. In any case, a drowned one remains waterlogged and can swim at an unnatural speed.

You have a swim speed of 30 feet and have resistance to fire damage.

Salt Zombie

Those that die of thirst in certain mystical deserts rise as salt zombies. They are thin and dessicated and are doomed to thirst for water they can never drink.

When you come into contact with water or fog, it is destroyed as though you had cast the create or destroy water spell. In addition, when you successfully grapple a creature with a zombie grab, you deal 2 necrotic damage to the target and gain 2 temporary hit points.

Slaughtered One

You were slain on the battlefield. Wounds mean nothing to you.

Your maximum hit points increases by 5. It increases by 5 again when you reach the 10th and 15th levels of zombie.

Arcane Zombie

You were killed by a spell, and its energy remained within you. You know one evocation cantrip, which you can cast without requiring components. Your spell save DC is 8 + your Constitution modifier + your proficiency bonus. Your spell attack is your Constitution modifier + your proficiency bonus.

Undead Body

Necrotic Resistance

Ravages of the flesh and soul barely effect you anymore. You have resistance to necrotic damage and advantage on saving throws made against disease.

Feel no Pain

You gain proficiency in Constitution saving throws. In addition, when you roll a Hit Die to regain hit points you can roll twice and use the greater of the two results.

Unrelenting

You add your proficiency bonus to saving throws made against the following conditions if that saving throw doesn't already use your proficiency bonus: stunned, unconscious, incapacitated, paralyzed.

Braains

When you eat a brain of a Small creature or larger, you gain temporary hit points equal to your zombie level.

Hungry Bite

At 7th level, when you successfully grapple a creature, or a creature fails to escape from your grapple, you can make a hungry bite attack. This is a melee weapon attack with an attack roll of your Strength modifier + your Proficiency bonus. It deals 1d4 + your Strength modifier piercing damage. The damage die increases to 2d4 at 18th level.

Weapon Proficiencies

at 8th level, you gain proficiency with the following weapons: flail, maul, Morningstar, Warhammer. When attacking with these weapons, you do not suffer the disadvantage incurred by your slam class feature.

Living Corpse

  • You are immune to disease, and you have resistance to poison damage (damage is halved). Also, you can add your proficiency bonus to saving throws against being poisoned. If you have proficiency in such a saving throw, your proficiency bonus is doubled against being poisoned.
  • You need not breathe.
  • Although you can be healed as if you’re humanoid, and the raise dead spell works on you (returning you to “life” as a zombie), you are otherwise considered to be undead whenever it is detrimental for you.

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