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Actually Scary Zombies For 5e - GM Binder

This document provides stat blocks and variant abilities for scary zombies to use in a Dungeons & Dragons 5e campaign. The zombies have average stats but can be made more threatening through various mutations determined by rolling on the Zombie Variant Table. The zombies can grapple targets and knock them prone, and their bites can potentially infect victims with Necroplague, a magical disease that gets progressively worse over time. The zombies are meant to overwhelm players through numbers and persistent disease rather than high stats. Mob rules are suggested to handle large groups of zombies efficiently in combat.

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Daniel Skidmore
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0% found this document useful (0 votes)
2K views3 pages

Actually Scary Zombies For 5e - GM Binder

This document provides stat blocks and variant abilities for scary zombies to use in a Dungeons & Dragons 5e campaign. The zombies have average stats but can be made more threatening through various mutations determined by rolling on the Zombie Variant Table. The zombies can grapple targets and knock them prone, and their bites can potentially infect victims with Necroplague, a magical disease that gets progressively worse over time. The zombies are meant to overwhelm players through numbers and persistent disease rather than high stats. Mob rules are suggested to handle large groups of zombies efficiently in combat.

Uploaded by

Daniel Skidmore
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Actually Scary Zombies for 5e

Spiciness: 5/5
Feeds any number of players, at any level
Scales for: Number of Players, Player Level Zombie
Medium undead, neutral evil
Ingredients:
Armor Class 8
Zombies. All ya need. For each zombie, roll a d6 to Hit Points 37 (5d8 + 15)
determine it's type on the Variant Chart. Speed 20 ft.
Scale for Party Size & Level: Usually I give specific
instructions for how to scale an encounter, such as boosting STR DEX CON INT WIS CHA
save DCs or adding HP to the creatures. For this though, use
a tool like Kobold Fight Club to determine the right number 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
for your group. Due to necroplague, these zombies remain
threats at any level, though once you have a bunch on the Skills. Athletics +3
field, you may want to consider using them in waves (to Damage Immunities poison
prevent AoEs nuking them down), and using the mob rules Condition Immunities poisoned, frightened,
from page 250 of the DMG to make sure that at least some of charmed, exhaustion
them hit each round. Senses darkvision 60 ft., passive Perception 8
Mob rules may get complicated if the zombies in each mob Languages -
are different variants. So to fix that, treat each mob-squad as Challenge 1 (200 XP)
having each variation of every zombie within that squad. Proficiency Bonus +2

Preparation Undead Fortitude. If damage reduces the zombie to


0 hit points, it must make a Constitution saving
Zombies in 5e feel uninteresting because they basically have throw with a DC of 5 + the damage taken, unless the
the same attacks and abilities as an unarmed commoner, damage is radiant or from a critical hit. On a
with the exception of Undead Fortitude. success, the zombie drops to 1 hit point instead.
To address this, I wanted to tap into the things that I find
scary about Zombies-- being overwhelmed by a horde (getting Variants. Each Zombie has a variant type. Roll a d6
grappled, pulled prone, and eaten), & the danger of a festering on the Variant Table once for each zombie to
bite (a long-form disease mechanic that stays meaningful in a determine what variant they are.
world of clerics). Avoid making every zombie Virulent to Actions
make them wonder-- was that bite infected or not?
Overwhelm Melee Weapon Attack: +3 to hit, reach 5
Things you should Know! ft., one target. Hit: 8 (2d6 + 1) slashing damage
A grappled Creature has a movement speed of 0. damage, and creature is Grappled (Escape DC 13). If
A creature with a movement speed of 0 cannot stand up a Zombie hits an already Grappled creature with this
from being prone. attack, they must made a DC 13 Strength save or be
A Prone creature has disadvantage on attack rolls. An knocked prone.
attack roll against the creature has advantage if the Feed. Melee Weapon Attack: +3 to hit, reach 5 ft.,
attacker is within 5 feet of the creature. one target. Hit: 11 (3d6 + 1) piercing damage

damage.

Omega Zombies
In the event you want to make a zombie
particularly terrifying, roll on the variant table more
than once, or just pick the ones you want to use.
Fast + Ichor makes for some speedy zombie-
bombs. Use Hungry + Virulent to keep the virus
spreading in play longer. Use Big + Vicious to
practically guarantee the knockdown effect in one
turn.

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Zombie Variant Table Necroplague
d6 Mutation Effect
Sometimes the magic used to raise the dead can mutate the
As a bonus action, this zombie may move up diseases within the corpses raised. After a creature contracts
1 Fast.
to it's movement speed towards a living Necroplague, Symptoms set in after d4 hours. The first
creature. This movement does not provoke symptoms of Necroplague are mild-- but as each day passes,
attacks of opportunity. the symptoms become worse. When inflicted with the
When the zombie feeds on a living creature, disease and at the end of each day after, gain one stack of
it makes a Constitution Save DC 13. On a Necroplague. The effects of the stacks are accumulative.
2 Virulent.
failure, it contracts Necroplague (see section
to the right). Necroplague Progression
Necroplague
This zombie is combustible. Any amount of Stacks Effect
fire damage being done to it causes it to
light aflame. While aflame, it's attacks deal The wound that inflicted the disease refuses
d6 additional fire damage, and it take d6 fire to completely heal. They have disadvantage
3 Ichor. 1
damage at the start of it's turns.
on Constitution Saves & Checks, and their

max HP is reduced by 5.
If it dies while aflame, it explodes, dealing Pain grips the creature’s mind. The creature
4d6 fire damage in a 10ft radius. 2 has disadvantage on Wisdom checks and
It becomes size Large, it's HP is maxed out Wisdom saving throws.
4 Big. (to 55HP), and both the DCs for Overwhelm A raging fever sweeps through the creature’s
increase by +2 to 15. body. The creature has disadvantage on
3
When this zombie Feeds, it heals for an Strength checks, Strength saving throws,
5 Hungry. and attack rolls that use Strength.
amount of HP equal to the damage done.
It gains Multiattack. The zombie does two The creature is overcome with shaking. The
6 Vicious. creature has disadvantage on Dexterity
Overwhelm attacks as an action. 4
checks, Dexterity saving throws, and attack
rolls that use Dexterity.
Cooking the Zombies (By Type!)
The creature’s mind becomes feverish. The
Fast Zombies: These are the ones that can get behind enemy creature has disadvantage on Intelligence
lines. Great for either focusing down a spellcaster in the 5 checks and Intelligence saving throws, and
back, or using their bonus movement to get away from the the creature behaves as if under the effects
paladin and instead jump on whoever's been knocked prone of the confusion spell during combat.
already.
Virulent Zombies: Your party won't know there's anything 6
The creature’s flesh decays. The creature has
disadvantage on Charisma checks and
special about this zombie, so try not to draw attention to it vulnerability to all damage.
until a creature is prone, then land your Feed to try to spread
that Necroplague. The creature perishes, and raises as a
Ichor. These are super fun to have against parties with a 7 Virulent Zombie with 2 other mutations
lot of spellcasters-- make them regret that firebolt by using from the Zombie Variant Table.
Overwhelm to deal the additional fire damage, but also to
grapple your targets so they stay in your 10ft blast radius! Curing Necroplague
Big. THESE are your big boys. Being size large, they'll As a magical disease, Necroplague is more difficult to remove
draw a lot of attention from players, so use their increased than most diseases. Any effect that would heal a disease,
HP to tank a bit, and use Overwhelm to keep players pinned such as a Paladin's Lay on Hands or Lesser Restoration
to the ground. removes one stack of Necroplague. The creature is cured
Hungry. Between Undead Fortitude and self-healing, these when all stacks are removed. Stacks are not removed upon
will be the hardest for your party to put down permanently. death.
Use them Creatures with disease immunity are not immune to
Vicious. These are your knock-down zombies, capable of Necroplague, but it develops much slower. When they
getting a player from standing to prone in one turn. would contract a stack of necroplague, roll a d20. On 10+,
they do not gain that stack.
Delaying the Disease
Effects that suppress magic, such as an antimagic field, halt
the progression while subjected to the effect but remove no
stacks. Dispel magic can be used to delay the progression for
one day, with the DC of the check involved being 10 + the
number of stacks the creature already has.
Thank you!
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