Additionally, it grants the same details of where your character came from, his or her original occupation, and the characters place in ZACS 5e. Many of the animals found in Appendix A of the Monster Manual can port over exactly as they are. Str 17, Dex 10, Con , Int , Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 14 Feats Toughness B Special Qualities . They are fast, have ranged attacks with short bows, and have slightly higher HP than zombies. Zombies are reanimated bodies. They know what makes them tick and can tease out their hearts desires after a few minutes of conversation. You can also have zombie monsters, such as minotaurs and bugbears, or even a zombie dragon. Zombies are not very intelligent, and unless. Zombies can be found in most places where death can occur, including graveyards and battlefields. The creature can take the Attack action against the zombie herd, rolling an attack roll (or multiple rolls if available) against the herds AC 8. 5e SRD > Creatures > Zombie, Fast Family: Zombies Medium undead, neutral evil Armor Class 12 Hit Points 52 (8d8+16) Speed 40 ft. Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft, passive Perception 10 Starting at 9th level, you can reroll a saving throw that fails, but you must use the new roll. If the creature lands a successful hit, the attack doesnt deal damage. Roll a result on page 259 of the Dungeon Masters Guide. If you would like to support the GM Binder developers, consider joining our Patreon community. Equipment. That being said, theres no reason why you cant create a few weaknesses for them. Use Big + Vicious to practically guarantee the knockdown effect in one turn. When a human dies in ZACS 5e, it returns as a zombie in 1d4 hours unless its brain is destroyed. The creature is overcome with shaking. New Pages | Recent Changes | Privacy Policy. Otherwise, the fight would play out as normal. | Forge Engine SRD A set of common clothes and a book. Automatic Rifle. Overwhelm Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Interior doors are much weaker. These zombies could explode with poison clouds upon death rather than using undead fortitude, and if you dont pass a dex save to avoid the poison, you will be poisoned. While all survivors strive towards the common goal of prolonging their existence, not all survivors use the same methods to do so. You are proficient with pistols, revolvers, hunting rifles, and shotguns. Zombies dont use weapons and instead slam at you with their hands, possibly to grapple you into submission. Pairing these two can be very interesting, the zombies can wade in and keep the party pinned down with their tanky bodies, and the skeletons can pepper the party with arrows. Knives. Errata: 12/9/2018 - I changed the way they attack. Ability Score Increase. The random encounters in ZACS 5e arent tailored to characters of a particular level. The survivors are lost, hungry, and desperate. Zombies dont just have to be human. Ability Score Increase. And ZACS 5e, of course. For all intents and purposes, treat machetes and other large slashing weapons as scimitars. Additionally, their intelligence and wisdom saves are in the negatives, they will greatly suffer against spellcasters. 2. Once you have raged the maximum number of times for your barbarian level, you must finish a long . Necrotic damage is basically the opposite of radiant magic. Maybe these variants even depend on how the zombies died in life. Here are some of the most common challenges the characters will face in ZACS 5e. You gain proficiency in Wisdom saving throws. According to their stat block, this trait does the following: 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. Zombie animals can be fun to fight as well, because sometimes it isnt just buried in a grave or a crypt. Variants. | ACK-SRD On initiative count 8, the zombie herd makes an attack against each creature sharing the same area as them. 3-4. Automatic Pistol. A Strength check of 25 is required to bend steel bars. Of course, you are free to use all, some, or none of these rules options. Expertise. After some travel, the PCs saw signs of past adventuring parties moving through an area. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. Spd 30 ft. Melee slam +4 (1d6+4). Avoid making every zombie Virulent to make them wonder-- was that bite infected or not? Machetes. When inflicted with the disease and at the end of each day after, gain one stack of Necroplague. The survivors are headed back to their base of operations. Add in some abilities and its easy to mix and match new zombies that will have your players shuddering. Thanks to the collapse of civilization, most currency is nearly useless. The animals are in good shape but are surrounded by 3d4 zombies. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Tactical Vest, Light. Entertainers thrive in front of an audience. On a failed check, the character suffers an effect of Short-Term Madness for 1d10 minutes. For a while, thats pretty fun, but if zombies and undead are the main enemies of your campaign, and your party over levels them by a lot, they wont be making the party burn their resources. The vest weighs 6 lb. Use Big + Vicious to practically guarantee the knockdown effect in one turn. Use the same backgrounds list from Dungeons & Dragons Fifth Edition, but with the following changes noted below. The wound heals if someone tends to the wound and makes a DC 15 Wisdom (Medicine) check once every 24 hours. Hit: 11 (3d6 + 1) piercing damage damage. A raging fever sweeps through the creatures body. Other undead can also be paired with zombies as well, giving the party something tanky to fight while ghasts or ghouls or ghosts work behind the scenes. Roll20 uses cookies to improve your experience on our site. Throw some fun into the mix by having zombie elves. This effect ends if the leader is incapacitated. On a success, the zombie drops to 1 hit point instead. Your Strength or Dexterity score (your choice) increases by 1, and your Constitution score increases by 1. Skill and Tool Proficiencies. While they arent going to defeat the party outright unless some bad dice rolls are made or the party has been bloodied from a previous encounter, they will force the party to spend some spell slots, healing items, and other resources that they could have used against tougher enemies. Roll a result on page 259 of the Dungeon Masters Guide. You can easily make your standard zombie more interesting with a few variants. | Fudge SRD And survivors are the same as commoners, except they also carry automatic pistols, making their CR 1/8 (25 XP). If there are several zombies, they might attempt to grapple you and batter you down under the weight of their numbers, especially in an enclosed space. Multiattack. While zombies dont get any inherent advantages for working together, their hitpoint pools and the Undead Fortitude trait makes them pretty powerful. Writing prompt/ideas for characters. Pain grips the creatures mind. Variant Zombies. Zombies in 5e are medium undead monsters, and they shuffle forward towards the party with little regard to tactics and their own safety. On a success, the zombie drops to 1 hit point instead. Focused. When you use this feature, you cant use it again until you finish a long rest. | d20HeroSRD burned, frozen, poisoned, etc.). Inspire. Types: Land. The zombie adds 2 to its AC against one melee attack that would hit it. This lets them stay in the fight for one more round. Physical Training. But of course, having monsters scream and shuffle towards your party gets old after a while, so how do you make zombies fresh in the minds of your characters and the players who play them? These monsters are often used as early-level villains, raised by necromancers as minions or rising from some other magical phenomena. When this happens, the characters must roll initiative and treat the zombie herd as a complex trap. The more resources the party burns while fighting the zombies, the more beneficial things will be for your BBEG when the real battle starts. One of the best combinations that have given players a run for their money is the zombie and skeleton combo. Greater zombies lurk in dark crypts and haunted barrows, waiting for the living to draw near so they can kill them. The diseased target cant regain hit points, and its hit point maximum decreases by 7 (2d6) for every 24 hours that elapse. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. Its a self contained spell, so they will still be alive. Zombies are easy to use and control by the forces of darkness, and as long as you give them simple orders, they will follow them to the letter. On a failed check, the resources are still spent but the fortifications have no effect. Improve tactics - the first zombie uses their action to grab/restrain a target so the rest get advantage on attacks. Athletics +3 Damage Immunities poison On success, they dont die but drop to zero hp instead. Hit: 4 (1d6 + 1) bludgeoning damage. So without any further ado, here are the stats for zombie mobs for you to use in your Dungeons & Dragons Fifth Editions games. The creature can add a d4 to its roll provided it can hear and understand the leader. | 5th Edition SRD While you could chuck more zombies at them, it is much more fun to introduce some new rules and abilities to make zombies fun! | Open Fantasy SRD 22 hitpoints on average are pretty large for a mindless walking corpse, and due to their low CR level, a party of 4-5 adventuring heroes is going to fight a lot of them for the battle to be fair. Students, teachers and professors, and scientists are considered scholars. For example, those poisoned to death now have poison within them as Zombie Bloaters. When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). You gain proficiency in Dexterity (Sleight of Hand) and Wisdom (Survival). Hit: 3 (1d4 + 1) piercing damage and the target must succeed on a DC 13 Constitution saving throw or contract the zombie rot disease. Your Strength or Constitution score (your choice) increases by 1. Listed below are three common types of armor that you might find. Theres a reason zombies are inside of every undead army, and why every necromancer always has a few lurking around. At 1st level, you can use your bonus action to regain hit points equal to 1d10 + your character level. Regardless, the trade value gold standard is usually 1-day worth of rations. On a failure, it contracts Necroplague (see section to the right). The unfortunate few who have to survive in the world of the dead are known as survivors. All three are detailed at the end of the class description. | Dungeon World SRD Instead of having a cost in gold like in Fifth Edition, equipment and loot have trade values which are negotiable. Theres nothing like fighting a zombie bugbear, slashing off its arm with a critical hit, and then watching it mindlessly keep coming. Resilience. Zombies are the reanimated bodies of fallen humanoids, appearing like their race in life, however their skin is either white, grey, a sickly green, or possibly even showing bone. Your Intelligence score increases by 2. Riot Gear. Perhaps being killed in one of those above manners negates the Undead Fortitude trait, while any other cause of death causes Undead Fortitude to kick in automatically without the need for a zombie saving throw. Weapon Proficiencies. OFFENSE. On a success, the zombie drops to 1 hit point instead. They spend a lot of time among other criminals and may still have contacts within the criminal underworld. Ability Score Increase. Equipment. Expansion: Core Set 2020. ZACS 5e uses primarily modern weapons and equipment. Skill Proficiencies. Examples are included below: ZACS 5e is a dangerous world and survivors are not nearly as tough as traditional Fifth Edition adventurers. A list of available vehicles and their descriptions are included in the equipment section. If the characters encounter hostile creatures beyond their ability to defeat, give them opportunities to run, hide, negotiate, or otherwise avoid certain death. Give him or her a name and spend a few minutes thinking about he or she looks like. Some NPCs are also different. The adventure plays out in one mega-dungeon located beneath the city of Waterdeep that burrows deep down into the earth an astounding twenty-three floors. This gear weighs 35 lbs. Most weigh 6 lb or more. All ya need. Basic automobiles (those having two axles) do not require proficiency to operate. Hit: 8 (2d6 + 1) slashing damage damage, and creature is Grappled (Escape DC 13). Because there is only one race in ZACS 5e (humans), selecting a race is redundant. Roll another d20 and check the Encounters table for the terrain appropriate to where the characters and their base are. One or more zombies stumble onto the survivors or vice versa. Their compulsion is obedience to the orders of their controller, which usually involves killing interlopers. Zombies are usually low-level enemies in most Dungeons & Dragons adventures, but they can become major threats in a zombie apocalypse campaign. Equipment. Improved Critical. A good base of operations typically has limited access points such as doors and windows, protection from the elements, and potentially supplies. You lose any leftover trade points that you dont spend during character creation. Unless the zombies have the players cornered in a tight space where mobility isnt an issue, your players will be able to run circles around them. Jan 31, 2021 @ 1:06pm. Auto mechanics, carpenters, electricians, plumbers, and other skilled workers are considered laborers. Note: This has been prepared utilizing only the 5E Core Rules. Perhaps they have a one time use of a spell or other magical ability. A crowbar, a set of dark common clothes including a hood, and an automatic pistol with 15 bullets. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. Choose one of these skills. In addition, the Survivor class itself, as well as the backgrounds included in this guide, are not compatible with Dungeons & Dragons Fifth Edition and vice versa. Ability Score Increase. Zombies are creatures and are neither "a pile of bones or a corpse", so they are not a valid target for the spell. On a roll of 1, the herd leaves the area. Your Constitution score increases by 1. A Prone creature has disadvantage on attack rolls. Hit: 8 (2d6 + 1) piercing damage. Zombie Medium undead, neutral evil Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft. Perhaps they have a one time use of a spell or other magical ability. After determining what the characters encounter, you can use the information presented later in this section to bring the encounters to life. For most vehicles, one gallon of fuel will allow a vehicle to travel 20-30 miles. Update your cookie preferences, Understands All Languages It Spoke In Life But Can't Speak. | 4 Color SRD (Astonishing Super Heroes) At 7th level, you can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. How to Create a Survivor Character But of course, having monsters scream and shuffle towards your party gets old after a while, so how do you make. Otherwise, the fight would play out as normal. Shortbow. Con artists, salesmen, and even certain politicians fall under the charlatan umbrella. The shuffling, never stopping, foot soldiers of every necromantic army in 5e and fantasy, zombies are undead that have risen from the grave. If you or your companions are fighting the creature, your check automatically fails. Solid wood doors have an AC of 15 and 15 hp. On a success, the zombie drops to 1 hit point instead. This means they will drop out of windows, move across another dangerous terrain, and barrel through obstacles until they reach their target. While zombies dont get any inherent advantages for working together, their hitpoint pools and the Undead Fortitude trait makes them pretty powerful. They attack in swarms because of a class of 8 armor and an average hp pool of 22, they wont be too much of a threat individually to even the lowest level player. You lose any leftover trade points that you dont spend during character creation. Hit: 4 (1d6 + 1) slashing damage. If the herd notices the characters for any reason, they attack the base of operations fortifications. Zombies in 5e are medium undead monsters, and they shuffle forward towards the party with little regard to tactics and their own safety. Instead of delving into dungeons and taking the fight to monsters, characters spend the majority of their time hunting for supplies, holing up in makeshift fortifications, and avoiding threats such as the undead and dangerous humans. Your Intelligence score increases by 1 and your Wisdom score increases by 1. In addition, other creatures dont gain advantage on attack rolls against you as a result of being unseen by you. Whenever Field of the Dead or another land enters the battlefield under your control, if you control seven or more lands with different names, create a 2/2 black Zombie creature token. Nobles understand wealth, power, and privilege. Alert. And rolling dice for every single little zombie will get old fast. | Into The Unknown It takes 1 hour to properly secure a Small or Medium door or window, plus 1 additional hour for every size category bigger than Medium. Skill Proficiencies. Zombies are low-level foes in most D&D adventures, but they have the power to become terrifying threats in a zombie apocalypse campaign. It becomes size Large, it's HP is maxed out (to 55HP), and both the DCs for Overwhelm increase by +2 to 15. Leadership (Recharges after a Short or Long Rest). Zombies in 5e feel uninteresting because they basically have the same attacks and abilities as an unarmed commoner, with the exception of Undead Fortitude. Hit: 10 (2d8 + 1) piercing damage. In addition to the Players Handbook tools normally offered to characters, there are also toolsets for modern jobs such as auto mechanics, electricians, and plumbers tools. Whether your party is traipsing through a cemetery at night, assaulting the necromancers tower, or defending against an undead incursion, they will be dealing with zombies. The creatures mind becomes feverish. A creature with a movement speed of 0 cannot stand up from being prone. Bite. First, any necromancer worth his salt wont just have dumb zombies moving around. They were invited to a stork-man (eblis) village. XP 200 NE Medium undead Init +0; Senses darkvision 60 ft.; Perception +0 . The creature can make a DC 14 Dexterity (Stealth) check. Ranged Weapon Attack: +4 to hit, range 80/240 ft., one target. On 10+, they do not gain that stack. Make a Wisdom (Insight) check contested by the targets Charisma (Deception) check. Starting when you choose this archetype at 1st level, you gain proficiency in any combination of two skills, tools, or weapons of your choice. You gain proficiency in Wisdom (Perception) and Wisdom (Survival). Each creature in a 10-foot-cube area centered on that point must succeed on a DC 15 Dexterity saving throw or take 11 (2d8 + 2) piercing damage. Tool Proficiencies. Share. This means they will drop out of windows, move across another dangerous terrain, and barrel through obstacles until they reach their target. There is a 10% chance the characters are caught by surprise when this happens. Steel bars have an AC of 19 and 30 hp. The first symptoms of Necroplague are mild-- but as each day passes, the symptoms become worse. 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. They can be statistically the same as the normal human zombies, but a little cosmetic change is always cool. | 2d20SRD Animate Dead says: Choose a pile of bones or a corpse of a Medium or Small humanoid within range. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. There are two basic conditions for a . Ranged Weapon Attack: +3 to hit, range 50/150 ft., one target. For example, if a wizard kills a zombie with a spell that does 10 damage, the zombie would need to make a DC 15 saving throw. Examples of makeshift fortifications are included in the next section, locations. In addition, you have proficiency with Charisma saving throws. Beholder zombies were decrepit and decayed, rotting corpses that barely resembled their original form. Once you have killed the Zombie, it is once again a corpse and can be animated, or even resurrected. 4 Change Notes ( view ) Required items. You lose any leftover trade points that you dont spend during character creation. Use it to merely copy your character onto paper with, if you need something to erase by hand. On a roll of 1, the herd leaves the area. Roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or night. Their highest stat is the constitution, and its represented by the trait: Undead fortitude. ZACS 5e is a survival horror game set in a zombie apocalypse. STATISTICS. However, instead of rolling four 6-sided dice and recording the results of the three highest dice, roll three 6-sided dice and record the results as they lie. Damage leaves lingering effects in ZACS 5e. Vicious. Starting at 7th level, you have advantage on initiative rolls. Stacks are not removed upon death. A set of common clothes. Smooth Talker. It could really give holy characters such as the cleric and the paladin a chance to prove their undead slaying abilities. 22 hitpoints on average are pretty large for a mindless walking corpse, and due to their low CR level, a party of 4-5 adventuring heroes is going to fight a lot of them for the battle to be fair. Due to necroplague, these zombies remain threats at any level, though once you have a bunch on the field, you may want to consider using them in waves (to prevent AoEs nuking them down), and using the mob rules from page 250 of the DMG to make sure that at least some of them hit each round. This action uses 10 pieces of its automatic rifles ammunition. Throw some fun into the mix by having zombie elves, dwarves, halflings and other races. Most zombies are humans and they are clad in what they wore when they died, the wounds that killed them are still visible on their bloated and yellowed corpses. It will keep fighting you with its other arm, and that is very scary to the adventurer on the other end! Athletes have undergone extensive physical training. They can be statistically the same as the normal human zombies, but a little cosmetic change is always cool. Any character on guard is warned of the attack with a successful DC 10 Wisdom (Perception) check. 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Their action to grab/restrain a target so the rest get advantage on attacks thinking about he or she looks.... Or vice versa but Ca n't Speak, gain one stack of are! Located beneath the city of Waterdeep that burrows deep down into the mix having.