The creature can make a DC 14 Dexterity (Stealth) check. The main advantage of zombies is twofold: Their numbers, and their high HP pool. So to fix that, treat each mob-squad as having each variation of every zombie within that squad. Hit: 11 (3d6 + 1) piercing damage damage. Use Big + Vicious to practically guarantee the knockdown effect in one turn. 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. Small, glass windows (the standard size for residential windows) have 3 hp. | Cairn SRD If they pass, then they make it through with one HP and continue to fight. Jack of Many Trades. Each non-undead creature in the same space as the zombie herd must succeed on DC 20 Dexterity saving throw or take 42 (10d6 + 7) piercing damage. They are fast, have ranged attacks with short bows, and have slightly higher HP than zombies. These are the most common vehicles found in ZACS 5e. Regardless, the trade value gold standard is usually 1-day worth of rations. 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. Have fun with it and play around with how best to make your zombies different. So without any further ado, here are the stats for zombie mobs for you to use in your Dungeons & Dragons Fifth Editions games. And rolling dice for every single little zombie will get old fast. As you survive, your martial prowess grows. Your Charisma score increases by 1. When inflicted with the disease and at the end of each day after, gain one stack of Necroplague. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. Doctors and nurses are healers. 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 it does, the creature has advantage on its Dexterity saving throw to avoid taking damage from the zombies until the start of its next turn. Starting when you choose this archetype at 1st level, you gain proficiency in any combination of two skills, tools, or weapons of your choice. 1-2. Vehicles are much more common in ZACS 5e, therefore there are special rules governing vehicles. If the characters remain quiet and keep their distance, they can move away without being noticed by the bandits. The character must have the proper resources in order to fortify the door or window such as lumber, nails, etc. Copyright 2023 Explore DnD | Powered by Astra WordPress Theme. Nobles understand wealth, power, and privilege. Interior doors are much weaker. This action uses 10 pieces of its automatic rifles ammunition. Cache. ACTIONS Grab. A set of common clothes. Zombie Source: 5th Edition SRD Table of Contents Attributes Zombie 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. OFFENSE. Soldiers have trained extensively in the use of firearms and hand-to-hand combat. You can also let the players narrate their way through avoiding easy encounters, or you can increase the difficulty of easy encounters to keep them exciting. 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. Zombie Herd. They can be statistically the same as the normal human zombies, but a little cosmetic change is always cool. A medicine kit and a set of common clothes. Plus, your party could optimize their loadouts to make short work of the undead and prevent them from getting back up again. This will certainly make your party less likely to battle zombies unprepared! Each creature can gain temporary hit points equal to your level + your Charisma modifier (minimum of 1). 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. 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. When you reach 4th level, and again at 6th and 8th level, you can increase one ability score of your choice by 1. 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. 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. 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. Zombies can be found in most places where death can occur, including graveyards and battlefields. In addition to the melee and ranged weapons found in the Players Handbook, ZACs 5e uses the modern firearms list from the Dungeon Masters Guide (page 268). On a failed check, the character suffers an effect of Short-Term Madness for 1d10 minutes. Roll a result on page 259 of the Dungeon Masters Guide. 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. New Pages | Recent Changes | Privacy Policy. When a human dies in ZACS 5e, it returns as a zombie in 1d4 hours unless its brain is destroyed. Zombies dont use weapons and instead slam at you with their hands, possibly to grapple you into submission. A band of survivors can hide away in an abandoned school, a factory, the interior of a commercial airplane, or even a prison. With only 22 hit points, a well-placed Fireball spell rolling below . The zombie adds 2 to its AC against one melee attack that would hit it. The Zombie can be found in the Monster Manual page 314. Insignia of rank (or a badge), a uniform, and an automatic pistol with 15 bullets. Equipment. 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. Bandits. They can be statistically the same as the normal human zombies, but a little cosmetic change is always cool. 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). Overwhelm Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Share. Consider the entire base of operations plus an additional 1d4 x 100 feet surrounding the location filled with hundreds of zombies. Equipment. THESE are your big boys. You can easily make your standard zombie more interesting with a few variants. Skill Proficiencies. Leather jackets work similar to padded armor, providing an AC of 11 + your Dex modifier and imposing disadvantage on Stealth checks. Listed below are three common types of armor that you might find. As a bonus action, this zombie may move up to it's movement speed towards a living creature. The following weapons from the PHB are easy to find. Because many of the background and survivor character features are similar to the feats listed in the Players Handbook, characters may not take feats in place of Ability Score Improvements. Each hour that the characters wait, roll a 1d8. Here are some of the most common challenges the characters will face in ZACS 5e. Survivors. Second Wind. Ability Score Increase. Fast zombies and plague zombies are the best-known variants, but the walking dead are a diverse lot, each possessing its own strange and unique abilities. Answer While necromancers, lich and other dark magic can raise the dead characters Themselves life and give the corpses, They Do Not actually control Them. 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 item requires all of the following other items. Roll a result on page 259 of the Dungeon Masters Guide. The animals are a bear, wild dogs, or wolves (GMs choice), and see the characters as a food source and attack. Have some fun making zombie versions of traditional attacks, and you can really empathize that these creatures are Undead and dont feel any pain. Survivor, Dead. On a success, the zombie drops to 1 hit point instead. The creature has disadvantage on Charisma checks and vulnerability to all damage. Tool Proficiencies. Since the 5e Zombies are a bit plain to my liking, here are a . Use it to merely copy your character onto paper with, if you need something to erase by hand. Tactical Vest, Light. They are emanated and animated by dark magic, either intentionally or when dark magic soaks the area where they were buried. Offline. Field of the Dead. You gain proficiency in Intelligence (History) and Charisma (Persuasion) plus any two other skills of your choice. Soldiers. Equipment. Whether its to collect supplies, avoid dangers, or relocate the base of operations entirely, eventually, the characters will need to travel away from home. . Actions : Add . The value of items depends on the one doing the trading. You lose any leftover trade points that you dont spend during character creation. To reach a foe below it, a zombie might step out of an open window. Typically, nobles are descended from powerful families who own considerable assets and may wield significant influence. Note: This has been prepared utilizing only the 5E Core Rules. They also help us understand how our site is being used. Bite. Skill Proficiencies. 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. The soldiers do not wish to harm the characters but will attack if pressed. Athletics +3 Damage Immunities poison 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). Your rage lasts for 1 minute. Str 17, Dex 10, Con , Int , Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 14 Feats Toughness B Special Qualities . Ability Score Increase. A Strength check of 25 is required to bend steel bars. Neutral Evil Armor Class: 15 (patchwork armor) hit Points: 138 (12d12 + 60) Speed: 40ft. 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. Criminals have a history of breaking the law. The zombie does two Overwhelm attacks as an action. 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. Spd 30 ft. Melee slam +4 (1d6+4). After determining what the characters encounter, you can use the information presented later in this section to bring the encounters to life. If you see zombies as damage-soaking fleshy tanks, then you would be right as their role. At 1st level, choose one of your skill or tool proficiencies. Skill Proficiencies. Knives. Roll a d6 to determine the animals situation: 1-2. 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