Homebrew Zombie Species Details
If damage reduces you to 0 hit points, you 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, you drop to 1 hit point instead.
Fleeting Memories- You still have fleeting memories of your past life, retaining specific skills, traits, and/or abilities from it. You gain one feat.
You are immune to poison damage and exhaustion, and you can't be poisoned. You don't require air, food, drink, or sleep. In addition you count as undead in terms of spell effects.
Driver of the Dead.
You appear to be undead to other undead, and they will not attack you unless provoked by you or commanded to. In addition, you can attempt to guide the horde with a charisma check against a DC 10 wisdom save if they are not controlled. If they are controlled, it's against their controller's spell save DC. If you succeed, then you can change the current course of the horde.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
You can't speak, but you can understand, and possibly read and write in (only if your intelligence is 5 or higher), the languages you knew in life.
Zombie Traits
Your un-life, still filled with strife, yet you continue to fight.Dark vision
You have dark vision out to 60 feet. You see in shades of grey in darkness.
Undead Nature
You are immune to poison damage and exhaustion, and you can't be poisoned. You don't require air, food, drink, or sleep.
Undead Fortitude.
If damage reduces you to 0 hit points, you 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, you drop to 1 hit point instead.
Fleeting Memories
You still have fleeting memories of your past life, you gain one feat.
Driver of the Dead
You appear to be undead to other undead, and they will not attack you unless provoked by you or commanded to. In addition, you can attempt to guide the horde with a charisma check against a DC 10 wisdom save if they are not controlled. If they are controlled, it's against their controller's spell save DC. If you succeed, then you can change the current course of the horde.
Ability Score Change
Con +2; Str +1; Wis -4; Cha -4; Int -6
Skeleton
Your flesh has been stripped, either from wear or on purpose. You're nothing more than a skeleton, but you move, and you have a need, a need to not shatter. You're vulnerable to Bludgeoning damage, but resistant to piercing damage. You are also indistinguishable from a normal skeleton while motionless. Those attempting to discern that you're an undead skeleton cannot except through magic or by you choosing to move. You're more spindly than your fleshy brothers.
Skeletal Nature
You're nothing more than a skeleton, but you move, and you have a need, a need to not shatter. You're vulnerable to Bludgeoning damage, but resistant to piercing damage. You are also indistinguishable from a normal skeleton while motionless. Those attempting to discern that you're an undead skeleton cannot except through magic or by you choosing to move.
Zombie
Rotting, decaying flesh. You're resistant to cold as your flesh is already drained of liquid and is stone cold, however you're vulnerable to fire damage. You are also Stronger than most allowing you to both make a powerful bite attack as well as a slam attack.
Pack Monster
You can make a slam attack with one free hand dealing 1d4+str mod, then making a grapple check to grapple the creature. You were also used for moving equipment and or hard labor before you regained sentience.
Previous Versions
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1/28/2020 9:35:57 PM
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Coming Soon
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