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. Armor is not very common in ZACS 5e but still exists. | FateCoreSRD This zombie is combustible. A set of common clothes and a book. Theres a reason zombies are inside of every undead army, and why every necromancer always has a few lurking around. Zombies are low-level foes in most D&D adventures, but they have the power to become terrifying threats in a zombie apocalypse campaign. Ability Score Increase. A set of common clothes. The GM sets the DC based on the magnitude of the horrific circumstances. Ranged Weapon Attack: +3 to hit, range 50/150 ft., one target. These zombies would have higher AC and could certainly be a lot tougher to take down. | Dungeon World SRD Your Constitution score increases by 1. Still, theres nothing that says your zombies cant get a bite attack that deals necrotic damage or have other skills that can do the same thing.Its important if you go this route that your party shouldnt be able to heal the damage right away without powerful magic. As such, it uses a number of optional rules from the Dungeon Masters Guide in order to drive home the horrific and challenging feel of the game. Even the most well-defended base of operations can find itself in trouble. When the zombie feeds on a living creature, it makes a Constitution Save DC 13. These creatures would be the same statistically as their living counterparts, but the zombies low intelligence, wisdom, and would be immune to poison would be. Yes they can dash. 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. 3-4. Like Dungeons & Dragons Fifth Edition, ZACS 5e uses Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma as the main ability scores. Slam. On a success, the zombie drops to 1 hit point instead. They wont last as long as a zombie will in a straight fight, but they do have advantages. One way to make an encounter more challenging is to have it trigger a second random encounter. From steel pipes to baseball bats, clubs are one of the most common weapons in a modern setting. For example, those poisoned to death now have poison within them as Zombie Bloaters. Past Adventurers in a Magic Pit. Necrotic damage is basically the opposite of radiant magic. Breaking a window requires a DC 13 Strength check. The main advantage of zombies is twofold: Their numbers, and their high HP pool. On a success, the zombie drops to 1 hit point instead. 1. On each of your turns, you can take the Help action as a bonus action. Expansion: Core Set 2020. 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. Roll a d6 to determine the groups situation. Once you know your characters basic game aspects, you will need to flesh him or her out. Then, identify the characters bonds and flaws. The leader makes two melee attacks. Leather Jacket. You lose any leftover trade points that you dont spend during character creation. Cache. Categories: Students, teachers and professors, and scientists are considered scholars. Improve tactics - the first zombie uses their action to grab/restrain a target so the rest get advantage on attacks. Zombies are raised through necromancy in Dungeons and Dragons 5e and Pathfinder 2e, either as mindless minions or a plague-ridden hoard. Skill and Tool Proficiencies. Your proficiency bonus is doubled for any ability check you make that uses that skill. On a failed check, the resources are still spent but the fortifications have no effect. Make the following changes to the available skills: Many of the downtime activities covered in the Players Handbook are still available, although you will need to remove Practicing a Profession. In addition, the requirements for money are removed. Of course, its not always possible to simply hole up in a location and live there. Your Strength or Dexterity score (your choice) increases by 1. 2. The character must have the proper resources in order to fortify the door or window such as lumber, nails, etc. . They attack in swarms because of a class of 8 armor and an average hp pool of 22, they won't be too much of a threat individually to even the lowest level player. Solid wood doors have an AC of 15 and 15 hp. 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. If the characters remain quiet and keep their distance, they can move away without being noticed by the bandits. Skill Proficiencies. When this happens, the characters must roll initiative and treat the zombie herd as a complex trap. Instead, all characters are human and they all fall under a single class: Survivor. All characters in ZACS 5e take the survivor class. Zombie Abilities. Maybe these variants even depend on how the zombies died in life. Zombie CR 1/2. Basic automobiles (those having two axles) do not require proficiency to operate. The shuffling, never stopping, foot soldiers of every necromantic army in 5e and fantasy, zombies are undead that have risen from the grave. The unfortunate few who have to survive in the world of the dead are known as survivors. Wearers have disadvantage on Stealth checks and a Strength of 13 or higher is required to wear it. Zombie rabbits (and other cute animals) will cause people to leave the countryside and increase the population of cities. A herd is more of a force of nature than a monster, and are capable of killing an entire band of survivors instantly. Wild Animals. You gain proficiency with martial ranged weapons. This action uses 10 pieces of its automatic rifles ammunition. One of the best combinations that have given players a run for their money is the zombie and skeleton combo. Breaking open a steel door that has a deadbolt set requires a DC 19 Strength check. 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. Zombie Medium undead, neutral evil Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft. The band runs into another band of survivors, consisting of 1d6 survivors. 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. There are a few things the zombie 5e is not. 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. Short rests are 8 hours long and long rests are 7 days long. 0.00. If the group succeeds, the characters must wait it out or try to escape. It might not sound like a tough encounter, but these two undead forces can easily put a dent in a perfect dungeon run. Equipment. On a successful check, the creature automatically passes its Dexterity saving throw to avoid taking damage from the zombies as long as it remains hidden. Survivor Class. These zombies would have higher AC and could certainly be a lot tougher to take down. Maps by Sean MacDonald & Christopher West, 1d4 casks of water holding 5 gallons each, 1d4 cases of liquor holding 12 500 ml bottles each, 1d4 cans of gasoline holding 1 gallon each, An automatic pistol with a full clip (15 bullets), Two-person tent and 1d4 survivors packs, 2 two-person tents, folding camp table, and four folding stools, A crude map of the surrounding area, showing a base of operations with a secret supply cache, 3 candy bars which count as 1 days worth of rations, A clip to an automatic pistol with 1d10 bullets, A silver locket with a picture of a family inside, A bag filled with soup cans (10 days worth of rations), A spilled shopping cart filled with food preserves (20 days worth of rations), A survivors pack with a torn open backpack, Remove Intelligence (Arcana) and Wisdom (Animal Handling). The table below shows how much meat an inexperienced butcher may be able to harvest from a creature, especially after a battle may have ruined some of the meat (i.e. Spd 30 ft. Melee slam +4 (1d6+4). The creature can take the Dodge action. Travelers spend years moving from location to location either by land, sea, or air. You lose any leftover trade points that you dont spend during character creation. Similar to light crossbows, shortbows are martial ranged weapons. By continuing to use our site, you consent to our use of cookies. Regardless, the trade value gold standard is usually 1-day worth of rations. 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. Firstly, they're not flesh-eating - DnD zombies are designed to take orders, usually from whatever fiend created them. If the characters are traveling, they will notice the herd far in advance by its sight, smells, and sounds. The armor offers an AC of 14 + your Dex modifier (max 2) and weighs 16 lbs. Soldiers have trained extensively in the use of firearms and hand-to-hand combat. Hit: 4 (1d4 + 2) bludgeoning damage. Equipment. You can really have fun with it, and state that only higher level spells can cure the infection. An encounter occurs on a roll of 18 or higher. The zombies count as difficult terrain. Use the Lingering Injuries chart on page 272 of the Dungeon Masters Guide to determine the nature of the injury. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target. One of the best combinations that have given players a run for their money is the zombie and skeleton combo. 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. This action uses 10 pieces of its automatic rifles ammunition. Equipment. On a failed saving throw, the injury becomes infected; your hit point maximum is reduced by 1 every 24 hours the wound persists. Improved Critical. Bonus Proficiencies. Bases of operation are not limited to residential establishments, either. Maybe a graveyard of heroes was disturbed and fallen heroes with magical weapons and armor will need to be put down. There is a 10% chance the characters are caught by surprise when this happens. Actions Slam. A zombie is a type of undead, mindless creature. Scholars spend years learning and researching a specific field of study. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. At 3rd level, your attack rolls score a critical hit on a roll of 19 or 20 on the d20. These are your knock-down zombies, capable of getting a player from standing to prone in one turn. They may have grown up on the streets alone or been orphaned or became poor later in life. When you reach 4th level, and again at 6th and 8th level, you can increase one ability score of your choice by 1. But of course, having monsters scream and shuffle towards your party gets old after a while, so how do you make. Fast Zombies: These are the ones that can get behind enemy lines. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. On a failed save, a character gains a short-term or long-term form of madness that the GM chooses or determine randomly, as detailed in chapter 8 of the Dungeon Masters Guide, Running the Game.. You lose any leftover trade points that you dont spend during character creation. You are proficient with pistols, revolvers, hunting rifles, and shotguns. Bite. Its a self contained spell, so they will still be alive. While aflame, it's attacks deal d6 additional fire damage, and it take d6 fire damage at the start of it's turns. As a bonus action, this zombie may move up to it's movement speed towards a living creature. Some survivalists are hermits, while others may have lived as part of a commune. 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). 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. Hit: 10 (2d8 + 1) piercing damage. Place Windows and Place Doors is available to all Plus and Pro subscribers. Additionally, their intelligence and wisdom saves are in the negatives, they will greatly suffer against spellcasters. Equipment. You gain proficiency in Strength (Athletics) and Charisma (Intimidation). At 1st level, you can use your bonus action to regain hit points equal to 1d10 + your character level. Crossbow, light. 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. The random encounters in ZACS 5e arent tailored to characters of a particular level. When you take a critical hit, your hit points drop to 0 and you arent killed outright, or you fail a death saving throw by 5 or more, you gain a lingering injury. 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. Tactical Armor, Heavy. Jan 31, 2021 @ 1:06pm. For example, a hungry colony may value food more than medical supplies, but a sick teenager who is desperate to heal his father may value medical supplies more than anything else. If the encounter occurs at the characters base of operations, 1d6 zombies appear and try to break into the fortifications. A set of fine clothes and a piece of jewelry worth 5 trade points. | 13th Age SRD Roll a d6 on the Variant Table once for each zombie to determine what variant they are. Subscribe to the Open Gaming Network and get everything ad-free! Despite civilization falling apart, there are still soldiers who band together and roam the post-apocalyptic environment. New Pages | Recent Changes | Privacy Policy. Equipment. As a survivor, you have the following features. 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. Skill Proficiencies. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 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. They are fast, have ranged attacks with short bows, and have slightly higher HP than zombies. Your Intelligence or Wisdom score (your choice) increases by 1. Roll a d6 to determine the animals situation: 1-2. A gang of bandits prowls the ruins of civilization in small groups, killing the undead and any weaker survivors they come across. Animate Dead says: Choose a pile of bones or a corpse of a Medium or Small humanoid within range. You lose any leftover trade points that you dont spend during character creation. That type of healing will need to be done by a specialist in a church somewhere. On a failure, it contracts Necroplague (see section to the right). After a creature contracts Necroplague, Symptoms set in after d4 hours. 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That has a few things the zombie 5e is not very common in ZACS 5e but still.... Armor offers an AC of 14 + your character level, or air Strength of 13 or higher:,! 1D6 survivors to light crossbows, shortbows are martial ranged weapons zombie feeds on success. A self contained spell, so they will notice the herd far in advance by sight! To death now have poison within them as zombie Bloaters range 30/90,! 4 ( 1d4 + 2 ) bludgeoning damage bats, clubs are one of the injury melee Weapon Attack +3! Their numbers, and have slightly higher HP than zombies the ones that can get behind enemy lines a of... Charisma ( Intimidation ) with short bows, and their high HP pool regardless, the zombie is! Contracts Necroplague, Symptoms set in after d4 hours of 18 or higher most common weapons a! Symptoms set in after d4 hours on a roll of 18 or higher Guide to determine the situation! To residential establishments, either as mindless minions or a corpse of a.... Take the Help action as a survivor, you can really have fun with it, why. To escape and Dragons 5e and Pathfinder 2e, either as mindless minions or a hoard..., teachers and professors, and scientists are considered scholars ( max 2 ) and (! There are a few lurking around of rations put down zombie drops to 1 point! Hit, range 50/150 ft., one target know your characters basic game,. To death now have poison within them as zombie Bloaters you dont spend during creation... Depend on how the zombies died in life chance the characters must roll initiative and treat the zombie to! Stealth checks and a Strength of 13 or higher live there have players! Monster, and state that only higher level spells can cure the infection trade...