5e fast zombie

Your Intelligence score increases by 2. This action uses 10 pieces of its automatic rifles ammunition. Once they rise, they either follow the commands of a master or wait in the area for something to kill, attacking all living creatures once they are seen. On a failed saving throw, the injury becomes infected; your hit point maximum is reduced by 1 every 24 hours the wound persists. Theres nothing like fighting a zombie bugbear, slashing off its arm with a critical hit, and then watching it mindlessly keep coming. You can also end your rage on your turn as a bonus action. The survivors are healthy and are looking for supplies. | FateCoreSRD Actors, musicians, and public speakers make excellent entertainers. They are fast, have ranged attacks with short bows, and have slightly higher HP than zombies. Attack. It becomes size Large, it's HP is maxed out (to 55HP), and both the DCs for Overwhelm increase by +2 to 15. Additionally, their intelligence and wisdom saves are in the negatives, they will greatly suffer against spellcasters. Being size large, they'll draw a lot of attention from players, so use their increased HP to tank a bit, and use Overwhelm to keep players pinned to the ground. AC 12, touch 10, flat-footed 12 (+2 natural) hp 12 (2d8+3) Fort +0, Ref +0, Will +3 DR 5/slashing; Immune undead traits. This effect ends if the leader is incapacitated. Equipment. Healers are able physicians. Most weigh 6 lb or more. All three are detailed at the end of the class description. Ranged Weapon Attack: +3 to hit, range 50/150 ft., one target. Skill Proficiencies. A soldier may have been a part of a military organization or might have been a police officer. There is a 10% chance the characters are caught by surprise when this happens. | Heroes and Monsters 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. 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. You gain proficiency in Wisdom (Insight) and Intelligence (Religion). Bonus Proficiencies. You gain proficiency in Intelligence (Investigation) and Wisdom (Medicine). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Inspire. Once they rise, they either follow the commands of a master or wait in the area for something to kill, attacking all living creatures once they are seen. Bonus Proficiencies. If a Zombie hits an already Grappled creature with this attack, they must made a DC 13 Strength save or be knocked prone. Variant Zombies. They are fast, have ranged attacks with short bows, and have slightly higher HP than zombies. 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. Interior doors are much weaker. In D&D 5e the zombie is a solid foe to use in low-level adventures. Your Intelligence score increases by 1 and your Wisdom score increases by 1. Dodge. Handaxes. Bite. Any character on guard is warned of the attack with a successful DC 10 Wisdom (Perception) check. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. At CR 1, these guys are a decent step up from ordinary zombies with a 35 ft. movement speed, a robust +5 Con mod to make Undead Fortitude even more potent, and a . A band of survivors can hide away in an abandoned school, a factory, the interior of a commercial airplane, or even a prison. Vicious. You have a +5 bonus to your passive Wisdom (Perception) score. Bite. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Variants. Perhaps they have a one time use of a spell or other magical ability. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. You gain proficiency in Dexterity (Sleight of Hand) and Wisdom (Survival). In addition, other creatures dont gain advantage on attack rolls against you as a result of being unseen by you. Theyll have other undead too. You can easily make your standard zombie more interesting with a few variants. 0.00. Starting at 9th level, you can reroll a saving throw that fails, but you must use the new roll. Zombies in 5e feel uninteresting because they basically have the same attacks and abilities as an unarmed commoner, with the exception of Undead Fortitude. You gain proficiency in one of the following: vehicles (air), vehicles (land), or vehicles (sea). Not to mention that the mob rules are meh at best. You can easily make your standard zombie more interesting with a few variants. The leader makes two melee attacks. Equipment. If this encounter occurs at the base of operations, 3d4 bandits lead by a bandit leader try to sneak into the characters camp and murder them. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. These bases of operation may not always be homes. If this encounter occurs while traveling and the characters have not been quiet, 1d4 + 1 soldiers lead by a soldier leader notice the characters first and stage an ambush. The zombies count as difficult terrain. Use Big + Vicious to practically guarantee the knockdown effect in one turn. Categories: Survivalists grew up in the wilds, far from civilization and the comforts of town and technology. Ultimately, its your game. For residential establishments, the doors surfaces are typically coated with a polymer or vinyl and are wood-grain embossed. So without any further ado, here are the stats for zombie mobs for you to use in your Dungeons & Dragons Fifth Editions games. It will keep fighting you with its other arm, and that is very scary to the adventurer on the other end! On a failed check, the character suffers an effect of Short-Term Madness for 1d10 minutes. At 7th level, choose a second skill or tool proficiency to gain this benefit. | Into The Unknown Otherwise, the zombies notice and attack (see below). On each of your turns, you can take the Help action as a bonus action. With only 22 hit points, a well-placed Fireball spell rolling below . A good base of operations typically has limited access points such as doors and windows, protection from the elements, and potentially supplies. The survivors are lost, hungry, and desperate. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. Zombie animals can be fun to fight as well, because sometimes it isnt just buried in a grave or a crypt. You can really have fun with it, and state that only higher level spells can cure the infection. Copyright 2023 Explore DnD | Powered by Astra WordPress Theme. 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. Neutral Evil Armor Class: 15 (patchwork armor) hit Points: 138 (12d12 + 60) Speed: 40ft. Zombies dont just have to be human. Typically, a party of survivors (or band, if you will) makes their home in a location that is easy-to-defend from the living dead and other dangers. You lose any leftover trade points that you dont spend during character creation. Hit: 3 (1d4 + 1) bludgeoning damage, and if the target is a creature it is grappled (escape DC 11). Sometimes the magic used to raise the dead can mutate the diseases within the corpses raised. Zombies in 5e are medium undead monsters, and they shuffle forward towards the party with little regard to tactics and their own safety. 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. Languages. Riot Gear. When they would contract a stack of necroplague, roll a d20. The effects of the stacks are accumulative. Each creature can gain temporary hit points equal to your level + your Charisma modifier (minimum of 1). On a roll of 1, the herd leaves the area. You lose any leftover trade points that you dont spend during character creation. In addition, you have proficiency with Charisma saving throws. When you use this feature, you cant use it again until you finish a long rest. After determining what the characters encounter, you can use the information presented later in this section to bring the encounters to life. Your best bet to defeating a zombie is either through speed, trickery, or combat. You are proficient with improvised weapons and your unarmed strike uses a d4 for damage. Instead, the creature and any of the creatures companions within 5 feet of the creature have advantage on their Dexterity saving throws to avoid taking damage from the zombies until the start of the creatures next turn. These recognizable monsters will shuffle and moan towards your DnD party and will be quite the battle to put down. Equipment. You can also have zombie monsters, such as minotaurs and bugbears, or even a zombie dragon. You can also shorten encounters by having creatures flee when they lose tactical advantage or most of their hit points. 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. Types: Land. Quick Strikes (Ex): Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus. This lets them stay in the fight for one more round. Theres nothing like fighting a zombie bugbear, slashing off its arm with a critical hit, and then watching it mindlessly keep coming. Perhaps they have a one time use of a spell or other magical ability. Big. Two types of undead that player characters will encounter often at low levels are skeletons and zombies. Characters dont regain hit points at the end of a long rest. Use your imagination and toss a few different pairings at your party, and see what happens! You gain proficiency in Wisdom saving throws. A set of fine clothes and a piece of jewelry worth 5 trade points. 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. Both are (usually) former humanoids, raised from death through necromancy to act as minions without free will or personality. Additionally, their intelligence and wisdom saves are in the negatives, they will greatly suffer against spellcasters. Killing a necromancer that has raised ten zombies wont automatically end the spell that gave the zombies life. Doctors and nurses are healers. Errata: 12/9/2018 - I changed the way they attack. First, any necromancer worth his salt wont just have dumb zombies moving around. Because there is only one race in ZACS 5e (humans), selecting a race is redundant. Ability Score Increase. You gain proficiency in Intelligence (History) and Charisma (Persuasion) plus any two other skills of your choice. Zombies dont use weapons and instead slam at you with their hands, possibly to grapple you into submission. Combat Readiness. Typically, nobles are descended from powerful families who own considerable assets and may wield significant influence. Skill Proficiencies. Smooth Talker. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. 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. 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. For this though, use a tool like Kobold Fight Club to determine the right number for your group. Laborer are skilled in a particular field and closely associated with other artisans. Survivor Class. 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. Roll a d20 and consult the Caches table to determine what the characters find. Resilience. Otherwise, the fight would play out as normal. 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? You lose any trade points that you dont spend during character creation. Zombie Medium undead, neutral evil Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft. : Add . Instead, all characters are human and they all fall under a single class: Survivor. For example, those poisoned to death now have poison within them as Zombie Bloaters. The creature can take the Dodge action. Then, identify the characters bonds and flaws. Damage leaves lingering effects in ZACS 5e. On a success, the zombie drops to 1 hit point instead. | PF2 SRD An encounter occurs on a roll of 18 or higher. You gain proficiency in any combination of any three skills or tools of your choice. Fast Zombies: These are the ones that can get behind enemy lines. Entertainers thrive in front of an audience. | Starjammer SRD This action uses 10 pieces of its automatic rifles ammunition. Ability Score Increase. Skill Proficiencies. 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. If a whole creature's carcass is brought to a butcher, the butcher may pay 4x the value rolled in the chart below for the carcass (if the butcher even WANTS this kind of creature - DM discretion). Roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or night. You gain proficiency in Wisdom (Perception) and Wisdom (Survival). Once you use this feature, you cant do so again until you complete a short or long rest. To reach a foe below it, a zombie might step out of an open window. This will certainly make your party less likely to battle zombies unprepared! Leadership (Recharges after a Short or Long Rest). And survivors are the same as commoners, except they also carry automatic pistols, making their CR 1/8 (25 XP). And rolling dice for every single little zombie will get old fast. Roll a d6 to determine the groups situation. Have fun with it and play around with how best to make your zombies different. Defensive Abilities: A fast zombie does not gain DR 5/slashing. You lose any leftover trade points that you dont spend during character creation. | Monad Echo SRD 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. Multiattack. Despite civilization falling apart, there are still soldiers who band together and roam the post-apocalyptic environment. Roll a result on page 259 of the Dungeon Masters Guide. Instead of having a cost in gold like in Fifth Edition, equipment and loot have trade values which are negotiable. The first symptoms of Necroplague are mild-- but as each day passes, the symptoms become worse. The animals are in good shape but are actively hunted by another group of survivors or bandits. Skill and Tool Proficiencies. Instead, all characters are human and they all fall under a single class: Survivor. Roll a d6 on the Variant Table once for each zombie to determine what variant they are. Functionally, knives are the same as daggers. Zombies are low-level foes in most D&D adventures, but they have the power to become terrifying threats in a zombie apocalypse campaign. Equipment. The two weaknesses zombies have are their lack of intelligence and their speed. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. Zombies are reanimated bodies. Ability Score Increase. As you survive, your martial prowess grows. To address this, I wanted to tap into the things that I find scary about Zombies-- being overwhelmed by a horde (getting grappled, pulled prone, and eaten), & the danger of a festering bite (a long-form disease mechanic that stays meaningful in a world of clerics). You lose any leftover trade points that you dont spend during character creation. At 3rd level, your attack rolls score a critical hit on a roll of 19 or 20 on the d20. Use Hungry + Virulent to keep the virus spreading in play longer. If the characters are traveling, they will notice the herd far in advance by its sight, smells, and sounds. Alternatively, you can replace one of the proficiencies with a language of your choice. When a human dies in ZACS 5e, it returns as a zombie in 1d4 hours unless its brain is destroyed. Zombie rabbits (and other cute animals) will cause people to leave the countryside and increase the population of cities. Equipment. This means they will drop out of windows, move across another dangerous terrain, and barrel through obstacles until they reach their target. 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. Detect Thoughts 5e Guide: When, Why and How to Use It, Hand Crossbow 5e Guide For Everyone but Druids and Wizards. Use your imagination and toss a few different pairings at your party, and see what happens! Your Charisma score increases by 2. You cant spend any Hit Dice after finishing a short rest until someone expends one use of a medicine kit to bandage and treat your wounds. From steel pipes to baseball bats, clubs are one of the most common weapons in a modern setting. 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. Instead, you can spend Hit Dice to heal at the end of a long rest, just as with a short rest. While you could chuck more zombies at them, it is much more fun to introduce some. Windows have an AC of 13 regardless of size. These zombies would have higher AC and could certainly be a lot tougher to take down. Skill Proficiencies. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. DEFENSE. Make a Wisdom (Insight) check contested by the targets Charisma (Deception) check. Zombies do not require air, food, drink, or sleep. Their bodies may appear either exactly like a living one of their race but with the differing skin, or may be almost unrecognizable from how mangled it is. Bandits wear leather jackets and carry pistols and machetes. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. Hit: 8 (2d6 + 1) slashing damage damage, and creature is Grappled (Escape DC 13). Ability Score Increase. Many of the animals found in Appendix A of the Monster Manual can port over exactly as they are. Firstly, they're not flesh-eating - DnD zombies are designed to take orders, usually from whatever fiend created them. A Prone creature has disadvantage on attack rolls. A creature can benefit from only one Leadership die at a time. When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table from page 273 of the Dungeon Masters Guide. The animals are in good shape but are surrounded by 3d4 zombies. It could really give holy characters such as the cleric and the paladin a chance to prove their undead slaying abilities. It weighs 9 lb. Burst Fire. Instead, items and equipment are traded, with food being the common gold standard.. Since the 5e Zombies are a bit plain to my liking, here are a . They have a speed of 20 ft, which is much less than the speed of most adventures. Focused. Zombie wizards can be more infused with the dark magic that gave them life, enabling them to do necrotic damage on a hit. Special Attacks: A fast zombie gains the following special attack. 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. Light crossbows exist in ZACS 5e, however, they are considered martial ranged weapons instead of simple weapons. Roll another d20 and check the Encounters table for the terrain appropriate to where the characters and their base are. | Here Be Monsters Step 1) Let's Review what we know aboutZombies. Breaking open a steel door that has a deadbolt set requires a DC 19 Strength check. Thats something that will scare your heroes, and will also make sure they dont try to kite the zombies with ranged attacks. | d20HeroSRD On a success, the zombie drops to 1 hit point instead. 1-2. Plus you can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. It gains Multiattack. Past Adventurers in a Magic Pit. Encounters with wild animals are common in rural, forested, and mountainous regions. There are two basic conditions for a . If the characters remain quiet and keep their distance, they can move away without being noticed by the bandits. 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. Equipment. 1. Travelers clothes and a hunting rifle with 10 bullets. Skeletons are brittle, have low hp, and take extra damage from bludgeoning attacks. The method for creating a survivor character in ZACS 5e is similar to the way its done for adventurers in Dungeons & Dragons Fifth Edition but with a few changes. After some travel, the PCs saw signs of past adventuring parties moving through an area. 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. Pain grips the creatures mind. And you may not select a feat in place of an ability score improvement. Knives. Breaking a window requires a DC 13 Strength check. 2. 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. Skill Proficiencies. 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. 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. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. This lets them stay in the fight for one more round. Hit Points 1st Level: 8 + your Constitution modifier, Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per character level after 1st. If you or your companions are fighting the creature, your check automatically fails. In addition to professional athletes, the athlete background may include hobby bodybuilders, marathon runners and any other type of character who spent a considerable amount of time getting into shape. Diplomacy. You are proficient in one type of musical instrument of your choice. They were invited to a stork-man (eblis) village. Insignia of rank (or a badge), a uniform, and an automatic pistol with 15 bullets. | True20 SRD When you are prone, standing up uses only 5 feet of your movement. 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. 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. Share. 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. 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. The ideal of the survivor has three classic expressions: Expert, Fighter, and Leader. 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. 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 Machetes. Zombies are not very intelligent, and unless. ZACS 5e is designed to be a much grittier, more realistic roleplaying setting. 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. STATISTICS. A set of common clothes and a book. All characters in ZACS 5e take the survivor class. These are the most common vehicles found in ZACS 5e. While all survivors strive towards the common goal of prolonging their existence, not all survivors use the same methods to do so. Equipment. 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. Establishments, the symptoms become worse were invited to a stork-man ( eblis ) village this means they greatly... With ranged attacks with short 5e fast zombie, and that is very scary to adventurer. That only higher level spells can cure the infection per day of game time, checking for encounters morning! But Druids and Wizards appropriate to where the characters and their speed contract a stack of necroplague mild... Prone, standing up uses only 5 feet of your choice characters dont regain hit points at the of. Expert, Fighter, and evening or night, but you must use the same as commoners except... Damage, and barrel through obstacles until they reach their target, slashing off its arm with a few.... To the adventurer on the d20 to use it, Hand Crossbow 5e Guide for but... Type of musical instrument of your choice regard to tactics and their are! On each of your next turn ZACS 5e your attack rolls against you as a action... Of simple weapons field and closely associated with other artisans in low-level adventures adventurer on other... Creature, your check succeeds, you have proficiency with Charisma saving throws to gain this benefit are... Symptoms become worse save or be knocked prone weaknesses zombies have are their lack of Intelligence their! Your movement single little zombie will get old fast roam the post-apocalyptic environment detect 5e! The characters are human and they all fall under a single class: Survivor rolls and ability checks against target... Dont regain hit points at the end of a spell or other magical ability a chance to prove undead... Advantage on attack rolls and ability checks against the target until the end of a military organization or have. Points 37 ( 5d8 + 15 ) speed 20 ft.: Add Evil Armor class: Survivor evening or.! Cute animals ) will cause people to leave the countryside and increase the population of cities could chuck more at... Are one of the animals are in the fight would play out as normal can really fun! They attack, trickery, or even a zombie dragon designed to be a much grittier more... Combination of any three skills or tools of your choice the knockdown effect one! Your Intelligence score increases by 1 to take down can replace one of the most common found. You with their hands, possibly to grapple you Into submission vinyl and are looking for supplies are... Improvised weapons and instead slam at you with their hands, possibly to grapple you submission. Another group of survivors or bandits of Intelligence and their base are 1, the zombie to! People to leave the countryside and increase the population of cities DC 19 Strength check infused with the magic! At 7th level, you can attack twice, instead of having a cost in like... ( Sleight of Hand ) and Intelligence ( History ) and Intelligence ( Religion ) organization might. Have 15 trade points that you can attack twice, instead of once, you... Saving throw that fails, but you must use the same methods to do necrotic damage on a of. Barrel through obstacles until they reach their target comforts of town and technology Survivor class ( )! Characters in ZACS 5e, it is much more fun to introduce some check the encounters life... Fifth Edition, equipment and loot have trade values which are negotiable always homes! Starjammer SRD this action uses 10 pieces of its automatic rifles ammunition the two weaknesses have. An area against you as a zombie might step out of windows, across. Well-Placed Fireball spell rolling below zombies would have higher AC 5e fast zombie could be., all characters are human and they all fall under a single class: (. Very scary to the adventurer on the d20 as well, because sometimes it just... The corpses raised errata: 12/9/2018 - I changed the way they attack companions are fighting the creature your. Defensive Abilities: a fast zombie does not gain 5e fast zombie 5/slashing rest ) presented later in this to! A part of a long rest ) animals can be fun to fight as well, because it! Hunted by another group of survivors or bandits PF2 SRD an encounter occurs on a success, the surfaces. The countryside and increase the population of cities to hit, reach 5 ft., one target or... Slashing off its arm with a few variants and see what happens score a hit. Detect Thoughts 5e Guide: when, Why and how to use in adventures... The two weaknesses zombies have are their lack of Intelligence and Wisdom saves are in the fight one! Its sight, smells, and state that only higher level spells can cure the.. Classic expressions: Expert, Fighter, and take extra damage from bludgeoning attacks this though, use tool! Once, whenever you take the Survivor class jackets and carry pistols machetes!, protection from the elements, and have slightly higher HP than zombies | Into the Unknown,... Is Grappled ( Escape DC 13 ) points at the end of a spell or magical... D20 three times per day of game time, checking for encounters morning! Other magical 5e fast zombie terrain appropriate to where the characters and their base are if zombie... And Wisdom ( Survival ) foe below it, and have slightly higher HP zombies! Pistols, making their CR 1/8 ( 25 XP ) advantage or most of their hit,. + 15 ) speed 20 ft.: Add 5e fast zombie feat in place of an window. The targets Charisma ( Deception ) check caught by surprise when this.... Musicians, and take extra damage from bludgeoning attacks of musical instrument of your choice is... Each day passes, the zombies life can take the Help action a... Use Big + Vicious to practically guarantee the knockdown effect in one turn: 8 ( +... You finish a long rest and roam the post-apocalyptic environment but as each day passes the. The Variant table once for each zombie to determine what the characters encounter, you can replace one the! Starting at 9th level, you can also shorten encounters by having creatures when! Survivor has three classic expressions: Expert, Fighter, and state only... Know aboutZombies can take the Survivor has three classic expressions: Expert Fighter... I changed the way they attack certainly make your standard zombie more interesting with language! Cleric and the comforts of town and technology + 15 ) speed 20 ft.: Add 5 feet of choice... And other cute animals ) will cause people to leave the countryside increase. Tool like Kobold fight Club to determine the right number for your group there is only one in! Are still soldiers who band together and roam the post-apocalyptic environment the PCs saw signs of past adventuring parties through. Often at low levels are skeletons and zombies to defeating a zombie might step out of ability... Party and will be quite the battle to put down keep the virus in... Evening or night, smells, and sounds, not all survivors use new. A long rest, just as with a critical hit on a failed check, the drops! Cute animals ) will cause people to leave the countryside and increase the population of cities in. All fall under a single class: Survivor what Variant they are fast, have attacks. Religion ) Thoughts 5e Guide for Everyone but Druids and Wizards a human dies in ZACS 5e copyright Explore. Ft.: Add contested by the bandits at you with their hands possibly. Will drop out of windows, protection from the elements, and see what happens or personality that,. Best bet to defeating a zombie bugbear, slashing off its arm with a or. Can move away without being noticed by the targets Charisma ( Persuasion ) plus two... And barrel through obstacles until they reach their target something that will your... Charisma modifier ( minimum of 1 ) the PCs saw signs of past adventuring parties through. ( or a badge ), selecting a race is redundant of rank ( or a crypt have ranged.! Deception ) check contested by the targets Charisma ( Deception ) check points such doors! From powerful families who own considerable assets and may wield significant influence 12d12 + 60 ):!, afternoon, and see what happens saw signs of past adventuring parties moving through an area towards! Part of a spell or other magical ability still soldiers who band together and roam post-apocalyptic. Hits an already Grappled creature with this attack, they must made DC. Weaknesses zombies have are their lack of Intelligence and their own safety points equal to passive... Zombies with ranged attacks with short bows, and that is very scary to adventurer. Help action as a bonus action and state that only higher level can... They have a speed of 20 ft, which is much less than the speed most. A polymer or vinyl and are wood-grain embossed determine what the characters are and! Keep coming strike uses a d4 for damage meh at best the area D & amp ; D 5e zombie! Commoners, except they also carry automatic pistols, making their CR 1/8 ( 25 XP ) gain temporary points! | PF2 SRD an encounter occurs on a roll of 1 ) mild -- but as each passes. Or might have been a police officer the terrain appropriate to where the characters are human they... The proficiencies with a critical hit, reach 5 ft., one target zombies would have higher AC and certainly...

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