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. Equipment. Healers are able physicians. Justin is a behind-the-scenes kind of guy, obsessed with D&D, the entire lore of this game, and is here to share his years of playing experience with all of us. You could even have zombie runners, who have less health but move 40 feet rather than the standard 20. Your choice grants you features at 1st level and again at 3rd and 7th level. Theres a reason zombies are inside of every undead army, and why every necromancer always has a few lurking around. 0.00. Stacks are not removed upon death. Zombie wizards can be more infused with the dark magic that gave them life, enabling them to do necrotic damage on a hit. Greater zombies lurk in dark crypts and haunted barrows, waiting for the living to draw near so they can kill them. etc. 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. Ability Score Increase. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. Breaking a window requires a DC 13 Strength check. A raging fever sweeps through the creatures body. 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 might have a disadvantage on the attack rolls because they are swinging those weapons with a broken body, but they are still a threat. At the end of the hour, each character must make a Horror Check with a DC of 5 plus 1 for each hour they have been surrounded by the herd. The value of items depends on the one doing the trading. Subscribe to the Open Gaming Network and get everything ad-free! That being said, theres no reason why you cant create a few weaknesses for them. ACTIONS Grab. Second Wind. Hit: 4 (1d6 + 1) bludgeoning damage. Equipment. | Warrior, Rogue, Mage SRD And survivors are the same as commoners, except they also carry automatic pistols, making their CR 1/8 (25 XP). These are your knock-down zombies, capable of getting a player from standing to prone in one turn. All characters in ZACS 5e take the survivor class. Burst Fire. However, the survivor class has certain archetypes chosen at 3rd level (similar to subclasses in Dungeons & Dragons Fifth Edition) which help differentiate them from other survivors. Hit: 11 (3d6 + 1) piercing damage damage. Theres nothing like fighting a zombie bugbear, slashing off its arm with a critical hit, and then watching it mindlessly keep coming. From steel pipes to baseball bats, clubs are one of the most common weapons in a modern setting. Starting at 7th level, you have advantage on initiative rolls. The main advantage of zombies is twofold: Their numbers, and their high HP pool. These monsters are often used as early-level villains, raised by necromancers as minions or rising from some other magical phenomena. Skill Proficiencies. Choose a Background. Zombies dont use weapons and instead slam at you with their hands, possibly to grapple you into submission. Tool Proficiencies. Skill Proficiencies. 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. Starting when you choose this archetype at 1st level, you gain proficiency in any combination of two skills, tools, or weapons of your choice. 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 success, the zombie drops to 1 hit point instead. You gain proficiency in Wisdom (Insight) and Charisma (Persuasion). Any weapons that are not listed are considered rare: Clubs. Equipment. Roll20 uses cookies to improve your experience on our site. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Zombie animals can be fun to fight as well, because sometimes it isnt just buried in a grave or a crypt. Variant Zombies. Also, as an action, you can spend one use of a medicine kit to tend to a creature and restore a number of hit points equal to the creatures maximum number of Hit Dice. Fast Zombies stand on two legs while slashing with their claws or standing up, but move on all fours while running or climbing, much like a chimpanzee. Beholder zombies were powerful zombies created from the reanimated corpses of dead beholders with the use of necromantic magic. A gang of bandits prowls the ruins of civilization in small groups, killing the undead and any weaker survivors they come across. Expertise. A creature with a movement speed of 0 cannot stand up from being prone. Jan 31, 2021 @ 1:06pm. They offer an AC of 18. They are emanated and animated by dark magic, either intentionally or when dark magic soaks the area where they were buried. Any effect that would heal a disease, such as a Paladin's Lay on Hands or Lesser Restoration removes one stack of Necroplague. Your Intelligence score increases by 2. Skill Proficiencies. While zombies dont get any inherent advantages for working together, their hitpoint pools and the Undead Fortitude trait makes them pretty powerful. The animals are a bear, wild dogs, or wolves (GMs choice), and see the characters as a food source and attack. If the door only uses a basic lock, it is a DC 15 Strength check to break it open and the check to pick the lock is DC 13. It might not sound like a tough encounter, but these two undead forces can easily put a dent in a perfect dungeon run. You can easily make your standard zombie more interesting with a few variants. When hundredseven thousands of zombiescluster together, they create herds. Wearers have disadvantage on Stealth checks and a Strength of 13 or higher is required to wear it. Smooth Talker. The leader makes two melee attacks. Choose your characters alignment and ideals. | d20HeroSRD Common clothes. A set of common clothes and a book. These are the most common vehicles found in ZACS 5e. It gets back to the beginnings of Dungeons and Dragons. The creature has disadvantage on Wisdom checks and Wisdom saving throws. | Cepheus SRD Like Standard Zombies, Fast Zombie torsos can survive when separated from the legs, the main difference is that Fast Zombie torsos crawl and attack faster. The GM sets the DC based on the magnitude of the horrific circumstances. Medicine. This module is low on story arcs and narrative while being high on exploration and action. Resilience. OFFENSE. Hit: 8 (2d6 + 1) slashing damage damage, and creature is Grappled (Escape DC 13). 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. Once you have killed the Zombie, it is once again a corpse and can be animated, or even resurrected. The creature perishes, and raises as a Virulent Zombie with 2 other mutations from the Zombie Variant Table. If the base of operations has any window or door with an AC less than 18, the herd breaks through and floods the base of operations. STR - 13 DEX - 6 CON - 16 INT - 3 WIS - 6 CHA - 5. On success, they dont die but drop to zero hp instead. That type of healing will need to be done by a specialist in a church somewhere. Answer: While most horror movies tell us to aim for the head when it comes to handling zombies, the 5e official statblock doesnt show any vulnerabilities or weaknesses for zombies. If you or your companions are fighting the creature, your check automatically fails. | ACK-SRD A medicine kit and a set of common clothes. . The main advantage of zombies is twofold: Their numbers, and their high HP pool. Share. Some NPCs are also different. It becomes size Large, it's HP is maxed out (to 55HP), and both the DCs for Overwhelm increase by +2 to 15. They are almost mindless, but can follow simple orders. | Five Torches Deep SRD Getting past the zombies and touching the handprint opened the puzzle-door & stopped the zombie incursion into the Material Plane. For all intents and purposes, treat machetes and other large slashing weapons as scimitars. For 1 minute, the leader can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. It gains Multiattack. Examples of makeshift fortifications are included in the next section, locations. Travelers clothes and a hunting rifle with 10 bullets. Dodge. Instead, all characters are human and they all fall under a single class: Survivor. On a failed check, the character suffers an effect of Short-Term Madness for 1d10 minutes. In many cases these variant abilities may be applied to either skeletons or zombies, unless common sense dictates otherwise (such as a gasburst skeleton). Plus, your party could optimize their loadouts to make short work of the undead and prevent them from getting back up again. | d20PFSRD You are proficient in one type of musical instrument of your choice. Your Constitution score increases by 1. And ZACS 5e, of course. Use Hungry + Virulent to keep the virus spreading in play longer. Characters can spend up to 8 hours each day fortifying a location by boarding up its windows and doors. This action uses 10 pieces of its automatic rifles ammunition. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. A good base of operations typically has limited access points such as doors and windows, protection from the elements, and potentially supplies. Step 1) Let's Review what we know aboutZombies. 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. Damage leaves lingering effects in ZACS 5e. Zombie - DnD Wiki | Dungeons and Dragons 5th Edition (D&D 5E) Wiki. To reach a foe below it, a zombie might step out of an open window. Additionally, their intelligence and wisdom saves are in the negatives, they will greatly suffer against spellcasters. Zombie Abilities. Theyll have other undead too. Ability Score Increase. The zombie adds 2 to its AC against one melee attack that would hit it. At 1st level, you can spend 10 minutes inspiring your companions, shoring up their resolve to fight. Description Burst Fire. You are a master of certain tasks and knowledge. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. | GumshoeSRD A Prone creature has disadvantage on attack rolls. Hatchets, fire axes, and the like are also common in ZACS 5e. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. When you do so, choose up to six friendly creatures (which can include yourself) within 20 feet of you who can see or hear you and who can understand you. Instead, items and equipment are traded, with food being the common gold standard.. Since there is only one real class, characters cannot multiclass. So the zombies are slow, shuffling, and they slam you to death. Short rests are 8 hours long and long rests are 7 days long. And rolling dice for every single little zombie will get old fast. While aflame, it's attacks deal d6 additional fire damage, and it take d6 fire damage at the start of it's turns. Equipment. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. Zombie Medium undead, neutral evil Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft. Hollow core doors have an AC of 12 and only 10 hp. If the characters are in their base of operations, the herd passes through and could potentially notice the characters. | Everyday Heroes SRD They are usually former humans who have died from unknown causes. Furthermore, backgrounds act as both the race and origin for a character, offering up roleplaying notes and traits. And you may not select a feat in place of an ability score improvement. On Social Media: Roll20 is a Registered Trademark of The Orr Group, LLC. The plague zombie makes one bite attack and one slam attack. Slam. | Heroes and Monsters SRD This means they will drop out of windows, move across another dangerous terrain, and barrel through obstacles until they reach their target. If this encounter occurs while traveling, the characters spot 3d4 bandits lead by a bandit leader wandering around. However, some of the actions work differently when taken against a zombie herd. Weapon Proficiencies. . Zombie rabbits (and other cute animals) will cause people to leave the countryside and increase the population of cities. Big. You can also have zombie monsters, such as minotaurs and. Leather Jacket. But of course, having monsters scream and shuffle towards your party gets old after a while, so how do you make. When you reach 4th level, and again at 6th and 8th level, you can increase one ability score of your choice by 1. Basic automobiles (those having two axles) do not require proficiency to operate. First, any necromancer worth his salt wont just have dumb zombies moving around. For this though, use a tool like Kobold Fight Club to determine the right number for your group. Functionally, knives are the same as daggers. Traveller SRD However, vehicles such as airplanes, sailing vessels, and complicated machinery like construction equipment require that a character have proficiency in the appropriate vehicle subclass. Double their movement speed if you want to make them "fast" zombies. 3-4. The animals are in good shape but are surrounded by 3d4 zombies. The negatives, they dont die but drop to zero HP instead and! A tool like Kobold fight Club to determine the right number for your Group standing to prone in one of... Boarding up its windows and doors that being said, theres no reason why you create! Zombie, it is once again a corpse and can be more infused with the dark magic, intentionally. Theres a reason zombies are slow, shuffling, and potentially supplies pieces of its automatic rifles ammunition they! 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