Homebrew Zombie Species Details

Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator’s bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.

Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can’t be restored to life except by powerful magic, such as a resurrection spell. In your case, you have been risen with your mind and soul as well, giving you free will, but not giving you any more of a semblance to a living creature.

Creature Type: Undead

Size: Medium (about 4-7 feet tall)

Speed: 30 feet

Zombie Traits

As a Zombie, you have these special traits

Darkvision

You have Darkvision with a range of 60 feet.

Persistence

You have proficiency in a saving throw of your choice.

Mailable Mind

You have Disadvantage on saving throws you make to avoid the Charmed condition.

Undead Fortitude

If non-Radiant damage reduces you to 0 hit points, you can choose to make a Constitution saving throw. The DC equals 5 plus the damage taken or 25 (whichever number is lower). On a success, you drop to 1 hit point instead. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a Long Rest.

Putrid Wake

All creatures of your choice that are within 5 feet of you at the start of their turn must make a Constitution saving throw. The DC equals 8 plus your Constitution modifier and Proficiency Bonus. On a failed save, their Speed is reduced by 10 feet and have all effects from any poisons and Magical Contagions currently effecting you for 1 minute. At the end of each of their turns, targets repeat the save, ending the effect on themselves on a success. If a creature fails this saving throw and their Speed is 0, they are Stunned until the start of their next turn. Once a creature fails this saving throw, they cannot be affected by this trait again until 24 hours pass.

Previous Versions

Name Date Modified Views Adds Version Actions
12/5/2024 11:15:56 PM
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