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Zombies

Zombies

Zombie

  • Size: Medium
  • Type: Undead
  • Alignment: Neutral Evil
  • AC: 8
  • Initiative: -2 (8)
  • HP: 22 (3d8 + 9)
  • Speed: 20 ft.
ATTRVALMODSAVE
STR13+1+1
DEX6-2-2
CON16+3+3
INT3-4-4
WIS6-2-2
CHA5-3-3
  • Skills: None listed
  • Immunities: Poison; Poisoned
  • Senses: Darkvision 60 ft.; Passive Perception 8
  • Languages: None
  • CR: 1/4 (XP 50; PB +2)

Traits

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 successful save, the zombie drops to 1 Hit Point instead.

Actions

Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage.

Ogre Zombie

  • Size: Large
  • Type: Undead
  • Alignment: Neutral Evil
  • AC: 8
  • Initiative: -2 (8)
  • HP: 85 (9d10 + 36)
  • Speed: 30 ft.
ATTRVALMODSAVE
STR19+4+4
DEX6-2-2
CON18+4+4
INT3-4-4
WIS6-2-2
CHA5-3-3
  • Skills: None listed
  • Immunities: Poison; Poisoned
  • Senses: Darkvision 60 ft.; Passive Perception 8
  • Languages: None
  • CR: 2 (XP 450; PB +2)

Traits

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 successful save, the zombie drops to 1 Hit Point instead.

Actions

Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

Lore & Background

Zombies are among the most common and feared forms of undead, created through necromantic magic, disease, or curses that reanimate the bodies of the deceased. These shambling corpses retain no trace of their former personalities or memories, driven only by an insatiable hunger for the flesh of the living. While individual zombies pose little threat to experienced adventurers, they become truly dangerous when encountered in large groups or when led by more intelligent undead.

The creation of zombies can occur through various means, from deliberate necromantic rituals to spontaneous animation in areas of intense negative energy. Some zombies are the result of plagues or curses that spread like diseases, while others are raised by necromancers seeking mindless servants. Regardless of their origin, all zombies share certain characteristics: relentless pursuit of living prey, resistance to destruction, and complete immunity to mental effects that would influence a living mind.

Different types of zombies exist beyond the standard human variant, with some retaining aspects of their original form's abilities. Ogre zombies, for instance, maintain the size and strength advantages of their living counterparts while gaining the typical undead immunities and fortitude. These larger variants are particularly prized by necromancers for their ability to serve as both laborers and guards, though controlling them requires more powerful magic.

Combat Tactics

Zombies employ simple but effective tactics based on overwhelming numbers and relentless pursuit. Individual zombies attack mindlessly, shambling toward the nearest living creature and attempting to grapple and bite their prey. They feel no pain or fear, making them incredibly persistent opponents who will continue fighting even when severely damaged, often requiring complete destruction to stop their advance.

Groups of zombies instinctively coordinate their attacks, surrounding enemies and attacking from multiple directions to prevent escape. Their slow movement speed is compensated by their supernatural endurance and ability to pursue prey tirelessly. Smart opponents can often outmaneuver individual zombies, but large groups can overwhelm even agile defenders through sheer numbers and persistence.

Ogre zombies serve as living battering rams within zombie hordes, using their size and strength to break through defensive lines and create openings for smaller zombies to exploit. They prioritize the largest or most heavily armored opponents, while regular zombies swarm lighter targets. The undead fortitude trait makes all zombies particularly dangerous in prolonged engagements, as they can continue fighting even after suffering what should be fatal wounds.

Encounter Ideas

The Plague Ship: A merchant vessel drifts into port with its entire crew transformed into zombies, spreading the undead contagion to anyone who boards the ship or comes into contact with the infected cargo.

The Graveyard Rising: An ancient cemetery has been disturbed by construction work, causing the dead to rise and shamble toward the nearby town in an ever-growing mob of undead seeking vengeance for their disturbed rest.

The Necromancer's Army: A powerful necromancer has been systematically raiding battlefields and graveyards to build an army of zombies, with ogre zombies serving as elite troops in their undead legion.

The Quarantine Zone: A section of the city has been sealed off after a zombie outbreak, and the heroes must venture inside to rescue survivors while avoiding the infected hordes that now roam the abandoned streets.

Environmental Effects

Diseased Ground: Areas where zombies congregate become tainted with negative energy, causing plants to wither and water sources to become contaminated with the essence of undeath.

Lingering Stench: The overwhelming smell of decay and putrefaction follows zombie hordes, serving as an early warning system for approaching undead while also attracting scavengers and vermin.

Structural Damage: Zombies show no regard for obstacles, breaking down doors, walls, and barriers in their single-minded pursuit of prey, leaving trails of destruction in their wake.

Negative Energy Zones: Prolonged zombie presence creates pockets of negative energy that can spontaneously animate new undead from available corpses, perpetuating the cycle of undeath.

Treasure

Survivor's Gear: Equipment and belongings from zombie victims, including weapons, armor, and personal effects that may hold clues about the undead outbreak's origin (100-500 gp per set).

Necromantic Components: Body parts and fluids from destroyed zombies serve as valuable components for necromantic spells and undead-warding rituals (50-200 gp per zombie).

Hidden Caches: Supplies and treasures hidden by survivors before succumbing to the zombie plague, often concealed in secure locations throughout infected areas (200-1,000 gp per cache).

Antique Possessions: Zombies from ancient graveyards may carry jewelry, coins, or artifacts from bygone eras, their value increased by historical significance (300-800 gp per item).

Plot Hooks

The Immune Survivor: A lone individual appears to be naturally immune to the zombie plague and holds the key to developing a cure, but they're trapped in the heart of the infected zone.

The Zombie Master: Someone is deliberately creating and controlling zombie hordes for their own purposes, and the heroes must uncover the mastermind's identity and motivations before more innocents fall victim.

The Living Dead: A group of zombies displays unusual intelligence and organization, suggesting they may not be ordinary undead but victims of a more sophisticated form of necromancy that can be reversed.

The Quarantine Breach: The magical barriers containing a zombie outbreak are beginning to fail, and the heroes must either repair the containment or find a way to destroy the undead threat before it spreads to populated areas.