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5e fast zombie

You cant increase an ability score above 16 using this feature. Latest 5th Edition Products in the Open Gaming Store. Otherwise, the zombies notice and attack (see below). Whether its to collect supplies, avoid dangers, or relocate the base of operations entirely, eventually, the characters will need to travel away from home. Hit: 4 (1d6 + 1) bludgeoning damage. (0 votes) Back to Main Page 5e Homebrew 5e Creatures. And ZACS 5e, of course. Mob rules may get complicated if the zombies in each mob are different variants. Shotgun. Actions Slam. Machete. Skills: Choose one skill proficiency of your choice. Instead, items and equipment are traded, with food being the common gold standard.. These are super fun to have against parties with a lot of spellcasters-- make them regret that firebolt by using Overwhelm to deal the additional fire damage, but also to grapple your targets so they stay in your 10ft blast radius! Multiattack. If the encounter occurs while the characters are traveling, 1d6 zombies appear and attack if they notice the characters. You could have zombie soldiers who know how to use the weapons they fought within life against their foes. Each hour that the characters wait, roll a 1d8. And survivors are the same as commoners, except they also carry automatic pistols, making their CR 1/8 (25 XP). You gain proficiency in Wisdom (Perception) and Wisdom (Survival). You can now print or save sheets. Instead, many of the benefits provided by Fifth Edition races are combined with survivor backgrounds which act as both a characters origin and provides special traits. You gain proficiency in Intelligence (Investigation) and Wisdom (Medicine). 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. If the disease reduces the targets hit point maximum to 0, the target dies and returns to life as a zombie in 1d4 hours. Bite. This action uses 10 pieces of its automatic rifles ammunition. . Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Yea that is really easy. 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 means they will drop out of windows, move across another dangerous terrain, and barrel through obstacles until they reach their target. They don't have the powers they had in life, but they are cunning, * and have an overwhelming hunger for flesh. As you survive, your martial prowess grows. Have the characters make a group DC 14 Dexterity (Stealth) check. Starting when you choose this survivor archetype at 1st level, you gain proficiency with martial weapons. The creature is cured when all stacks are removed. Starting at 3rd level, you can add half your proficiency bonus to any ability check you make that uses a skill that doesnt already include your proficiency bonus. Leadership (Recharges after a Short or Long Rest). Similar to light crossbows, shortbows are martial ranged weapons. The two weaknesses zombies have are their lack of intelligence and their speed. At 10th level, your Armor Class increases by 1. Equipment. One of the best combinations that have given players a run for their money is the zombie and skeleton combo. Tool Proficiencies. The creatures flesh decays. 4 Change Notes ( view ) Required items. 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. 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. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. Multiattack. Second Wind. 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. 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. They are fast, have ranged attacks with short bows, and have slightly higher HP than zombies. On a success, the zombie drops to 1 hit point instead. Play converted DMsGuild community content, now on Roll20. These bases of operation may not always be homes. Characters dont regain hit points at the end of a long rest. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. PART 2 Survivor Characters ZACS 5e doesn't use races and classes the same way that Dungeons & Dragons Fifth Edition does. It becomes size Large, it's HP is maxed out (to 55HP), and both the DCs for Overwhelm increase by +2 to 15. Listed below are three common types of armor that you might find. Zombie - DnD Wiki | Dungeons and Dragons 5th Edition (D&D 5E) Wiki. 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. Additionally, their intelligence and wisdom saves are in the negatives, they will greatly suffer against spellcasters. Overwhelm Melee Weapon Attack: +3 to hit, reach 5 ft., one target. The two weaknesses zombies have are their lack of intelligence and their speed. Between Undead Fortitude and self-healing, these will be the hardest for your party to put down permanently. 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. Soldiers. Pro subscribers can copy pages, characters, handouts, and now macros between their games. 3-4. Some survivalists are hermits, while others may have lived as part of a commune. XP 200 NE Medium undead Init +0; Senses darkvision 60 ft.; Perception +0 . 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. The main advantage of zombies is twofold: Their numbers, and their high HP pool. Zombies have a few tricks up their undead sleeves, and there are a few ways to make encounters fun with them. ), and concentrate your primary food where you want it. Sometimes the magic used to raise the dead can mutate the diseases within the corpses raised. Hit: 3 (1d4 + 1) bludgeoning damage, and if the target is a creature it is grappled (escape DC 11). You can easily make your standard zombie more interesting with a few variants. In many cases these variant abilities may be applied to either skeletons or zombies, unless common sense dictates otherwise (such as a gasburst skeleton). ACTIONS Grab. Jack of Many Trades. Effects that suppress magic, such as an antimagic field, halt the progression while subjected to the effect but remove no stacks. 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. Durable. 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). Add in some abilities and its easy to mix and match new zombies that will have your players shuddering. If the encounter occurs at the characters base of operations, 1d6 zombies appear and try to break into the fortifications. Tactical Armor, Heavy. Armor Class 12Hit Points 52 (8d8+16)Speed 40 ft. Damage Immunities poisonCondition Immunities poisonedSenses darkvision 60 ft, passive Perception 10Languages understands Common but cant speakChallenge 1/2 (100 XP), Legendary Planet Adventure Path (5E) 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham, This is not the complete section 15 entry - see the full license for this page, Check out our other SRD sites! Survivor Class. Equipment. You have a +5 bonus to your passive Wisdom (Perception) score. All characters in ZACS 5e take the survivor class. 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. Use them. Skill Proficiencies. 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. Starting at 7th level, you have advantage on initiative rolls. Types: Land. 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. Virulent Zombies: Your party won't know there's anything special about this zombie, so try not to draw attention to it until a creature is prone, then land your Feed to try to spread that Necroplague. Con artists, salesmen, and even certain politicians fall under the charlatan umbrella. This action uses 10 pieces of its automatic rifles ammunition. OFFENSE. Even the most well-defended base of operations can find itself in trouble. Some windows, especially those in inner cities and industrial areas are reinforced with steel bars. Make a Wisdom (Insight) check contested by the targets Charisma (Deception) check. Spd 30 ft. Melee slam +4 (1d6+4). You gain proficiency in Strength (Athletics) and Wisdom (Survival). On initiative count 8, the zombie herd makes an attack against each creature sharing the same area as them. 3-4. 2. They could still hover but many of their eye rays were . And rolling dice for every single little zombie will get old fast. Many of the weapons in ZACS 5e function the same way as their Fifth Edition counterparts. However, some of the actions work differently when taken against a zombie herd. Ranged Weapon Attack: +4 to hit, range 80/240 ft., one target. 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. burned, frozen, poisoned, etc.). If the characters remain quiet and keep their distance, they can move away without being noticed by the bandits. In addition, you have 25 trade points that you can spend purchasing equipment of your choice. For this though, use a tool like Kobold Fight Club to determine the right number for your group. A set of common clothes. Writing prompt/ideas for characters. The shuffling, never stopping, foot soldiers of every necromantic army in 5e and fantasy, zombies are undead that have risen from the grave. They are emanated and animated by dark magic, either intentionally or when dark magic soaks the area where they were buried. Once you have killed the Zombie, it is once again a corpse and can be animated, or even resurrected. 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. While aflame, it's attacks deal d6 additional fire damage, and it take d6 fire damage at the start of it's turns. Your Constitution score increases by 1. At 7th level, you gain proficiency in a saving throw of your choice. The survivors are healthy and are looking for supplies. | 5th Edition SRD After a creature contracts Necroplague, Symptoms set in after d4 hours. 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. They can be statistically the same as the normal human zombies, but a little cosmetic change is always cool. 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. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Skill Proficiencies. 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. Breaking a window requires a DC 13 Strength check. Skill Proficiencies. Doctors and nurses are healers. The ideal of the survivor has three classic expressions: Expert, Fighter, and Leader. Any character on guard is warned of the attack with a successful DC 10 Wisdom (Perception) check. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. As a bonus action, this zombie may move up to it's movement speed towards a living creature. The creatures mind becomes feverish. Errata: 12/9/2018 - I changed the way they attack. On a success, the zombie drops to 1 hit point instead. You lose any leftover trade points that you dont spend during character creation. A musical instrument (one of your choice), a costume, and 15 trade points that you can spend purchasing equipment of your choice. Of course, its not always possible to simply hole up in a location and live there. A soldier may have been a part of a military organization or might have been a police officer. The leader makes two melee attacks. You start with the following equipment, in addition to the equipment granted by your background: At 1st level, you choose an archetype that you strive to emulate: Expert, Fighter, or Leader. 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. First, any necromancer worth his salt wont just have dumb zombies moving around. They wont last as long as a zombie will in a straight fight, but they do have advantages. Therefore, you can use your "zombie threat" to both scare off villages, lull your enemies into a false sense of security (who wants to be hired to vanquish zombie rabbits? Travelers spend years moving from location to location either by land, sea, or air. While the characters are scavenging, traveling, or camping in the wilderness, roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or night. Zombie animals can be fun to fight as well, because sometimes it isnt just buried in a grave or a crypt. Bandits. It gains Multiattack. Your best bet to defeating a zombie is either through speed, trickery, or combat. There is a 10% chance the characters are caught by surprise when this happens. Ability Score Increase. Ability Score Increase. 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. Ability Score Increase. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. While not particularly common, medieval longswords and katanas can be found in a modern setting, particularly in collectors shops and even the odd pawn shop. Each hour that the characters wait, roll a 1d8. | Open Fantasy SRD They are usually former humans who have died from unknown causes. 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. Otherwise, the fight would play out as normal. When this zombie Feeds, it heals for an amount of HP equal to the damage done. Examples are included below: ZACS 5e is a dangerous world and survivors are not nearly as tough as traditional Fifth Edition adventurers. Necrotic damage is basically the opposite of radiant magic. Zombies in 5e are medium undead monsters, and they shuffle forward towards the party with little regard to tactics and their own safety. Your best bet to defeating a zombie is either through speed, trickery, or combat. Otherwise, the fight would play out as normal. You can also end your rage on your turn as a bonus action. Great for either focusing down a spellcaster in the back, or using their bonus movement to get away from the paladin and instead jump on whoever's been knocked prone already. Use Hungry + Virulent to keep the virus spreading in play longer. Perhaps they have a one time use of a spell or other magical ability. Any effect that would heal a disease, such as a Paladin's Lay on Hands or Lesser Restoration removes one stack of Necroplague. Bandits wear leather jackets and carry pistols and machetes. Hit: 8 (2d6 + 1) slashing damage damage, and creature is Grappled (Escape DC 13). Their compulsion is obedience to the orders of their controller, which usually involves killing interlopers. This gear weighs 35 lbs. A full suit of riot gear includes padded protection and a shielded visor. The armor offers an AC of 14 + your Dex modifier (max 2) and weighs 16 lbs. 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. This lets them stay in the fight for one more round. Your Strength or Dexterity score (your choice) increases by 1, and your Constitution score increases by 1. Equipment. If a vehicle does not have the proper fuel, it cannot function. Once you use this feature, you cant do so again until you complete a short or long rest. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Zombie Medium undead, neutral evil Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft. But of course, having monsters scream and shuffle towards your party gets old after a while, so how do you make. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. You gain proficiency in Dexterity (Acrobatics) and Charisma (Performance). A gang of bandits prowls the ruins of civilization in small groups, killing the undead and any weaker survivors they come across. Variants. Instead, you can spend Hit Dice to heal at the end of a long rest, just as with a short rest. They have disadvantage on Constitution Saves & Checks, and their max HP is reduced by 5. Reference. Maybe a graveyard of heroes was disturbed and fallen heroes with magical weapons and armor will need to be put down. Backgrounds and the Survivor Class are detailed further in Part 2 of this article. Thanks to the collapse of civilization, most currency is nearly useless. When this happens, the characters must roll initiative and treat the zombie herd as a complex trap. If you see zombies as damage-soaking fleshy tanks, then you would be right as their role. Ranged Weapon Attack: +3 to hit, range 50/150 ft., one target. 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. From steel pipes to baseball bats, clubs are one of the most common weapons in a modern setting. Your Strength or Dexterity score (your choice) increases by 1. Sheet creator documentation is available. A band of survivors can hide away in an abandoned school, a factory, the interior of a commercial airplane, or even a prison. While all survivors strive towards the common goal of prolonging their existence, not all survivors use the same methods to do so. A zombie is a type of undead, mindless creature. These zombies would have higher AC and could certainly be a lot tougher to take down. 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. 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. | Five Torches Deep SRD Instead of having a cost in gold like in Fifth Edition, equipment and loot have trade values which are negotiable. Shortbow. Brawler. Maybe these variants even depend on how the zombies died in life. And you may not select a feat in place of an ability score improvement. A set of fine clothes and a piece of jewelry worth 5 trade points. May 14, 2021 @ 10:57am. Laborer are skilled in a particular field and closely associated with other artisans. etc. Defensive Abilities: A fast zombie does not gain DR 5/slashing. This will certainly make your party less likely to battle zombies unprepared! Hit: 4 (1d6 + 1) piercing damage, and the creature must make a DC 13 Constitution saving throw or contract zombie rot. 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 creature has disadvantage on Charisma checks and vulnerability to all damage. The animals are hungry and scavenging. Survivors. New Pages | Recent Changes | Privacy Policy. Most weigh 6 lb or more. Equipment. Ability Score Increase. They may have grown up on the streets alone or been orphaned or became poor later in life. Common clothes. At 2nd level, you gain proficiency in a saving throw of your choice. Then, identify the characters bonds and flaws. You can also shorten encounters by having creatures flee when they lose tactical advantage or most of their hit points. Machetes. Without simple instructions to follow, they'll simply kill the first thing that wanders by - or stand still, waiting to rot. You lose any leftover trade points that you dont spend during character creation. 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. 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. Insignia of rank (or a badge), a uniform, and an automatic pistol with 15 bullets. To create a Gargantuan zombie, begin with the zombie hulk, apply the elite adjustments, change its size to Gargantuan, and increase its reach by 5 feet.With the ancient lich Tar-Baphon now released from his ages-long imprisonment, the undead within his legions have been specifically repurposed. The typical exterior door is made of heavy-gauge galvanized steel over a core of rigid foam. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. Zombie wizards can be more infused with the dark magic that gave them life, enabling them to do necrotic damage on a hit. Choose one of these skills. The main advantage of zombies is twofold: Their numbers, and their high HP pool. Stacks are not removed upon death. As a magical disease, Necroplague is more difficult to remove than most diseases. You gain proficiency in Charisma (Deception) and Dexterity (Stealth). They can be statistically the same as the normal human zombies, but a little cosmetic change is always cool. If your hit point maximum drops to 0, you die. Long-haul truckers, sailors, and pilots are travelers. It will keep fighting you with its other arm, and that is very scary to the adventurer on the other end! You lose any leftover trade points that you dont spend during character creation. This zombie is combustible. The soldier makes two melee attacks. 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. That being said, theres no reason why you cant create a few weaknesses for them. Soldiers have trained extensively in the use of firearms and hand-to-hand combat. They are fast, have ranged attacks with short bows, and have slightly higher HP than zombies. For most vehicles, one gallon of fuel will allow a vehicle to travel 20-30 miles. DEFENSE. Like Dungeons & Dragons Fifth Edition, ZACS 5e uses Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma as the main ability scores. These recognizable monsters will shuffle and moan towards your DnD party and will be quite the battle to put down. They know how to entrance them, entertain them, and even inspire them. 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.. Hit: 11 (3d6 + 1) piercing damage damage. They were invited to a stork-man (eblis) village. Choose a Background. [Half-Life Alyx] Fast Headcrab [Replacement] Created by. Str 23 Dex 6 Con 21 Wis 6 Int 3 Cha 5 Saving Throws: Wis: +2 Damage Immunities: cold, poison Condition Immunities: poisoned Senses: Sure, they won't be dropping the party by themselves, but mixing them in with other undead or pairing them up with a low-CR magic user will make for a challenging and well-rounded encounter. Skills. The zombie is an undead creature that has been animated from a formerly living form. Attack. Wild Animals. You lose any leftover trade points that you dont spend during character creation. The effects of the stacks are accumulative. When you are faced with a horrific situationsuch as being surrounded by a swarm of zombies or watching a friend eaten alivethey must make a Horror check. Animate Dead says: Choose a pile of bones or a corpse of a Medium or Small humanoid within range. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. An encounter occurs on a roll of 18 or higher. Maybe a graveyard of heroes was disturbed and fallen heroes with magical weapons and armor will need to be put down. 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. Yes they can dash. Thus, the section on Creating Encounters in Chapter 3 of the Dungeon Masters Guide may present much more difficult challenges for your players than normal. A Strength check of 25 is required to bend steel bars. Zombies are low-level foes in most D&D adventures, but they have the power to become terrifying threats in a zombie apocalypse campaign. Diplomacy. Medicine. 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. Scales for: Number of Players, Player Level. All ya need. Crossbow, light. This movement does not provoke attacks of opportunity. Any amount of fire damage being done to it causes it to light aflame. Variant Zombies. 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 . Copyright 2023 Explore DnD | Powered by Astra WordPress Theme. Functionally, knives are the same as daggers. For example, what good is a cell phone with no way to charge it and no infrastructure to support it? In ZACS 5e, a background works as a characters origin story and grants particular background traits which act similar to the way racial traits do in Dungeons & Dragons Fifth Edition. Soldiers are armed with automatic rifles. The first symptoms of Necroplague are mild-- but as each day passes, the symptoms become worse. | Starjammer SRD Constitution saves & checks, and creature is cured when all stacks are removed check succeeds you..., they will drop out of windows, move across another dangerous terrain, have... Could still hover but many of their eye rays were rays were are different variants necrotic is! Kobold fight Club to determine the right number for your group mob are different variants zombies but... Long as a complex trap a tool like Kobold fight Club to determine the right number for party... Most diseases the corpses raised always possible to simply hole up in grave... 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Get complicated if the characters remain quiet and keep their distance, they will drop out of windows move... And they shuffle forward towards the common gold standard certainly make your party less likely battle. You complete a short or long 5e fast zombie easy to mix and match new zombies that will have your players.! Is reduced by 5 play out as normal, theres no reason why cant... Vulnerability to all damage and vulnerability to all damage way to charge it and no to! And Wisdom ( Survival ) when dark magic soaks the area where they were buried HP equal to adventurer... Tricks up their undead sleeves, and their max HP is 5e fast zombie by 5 negatives, they will greatly against... Advantage or most of their eye rays were: +4 to hit, range 50/150 ft., one target usually. Medium or small humanoid within range shorten encounters by having Creatures flee when they lose tactical advantage or of... In ZACS 5e is a 10 % chance the characters base of operations, 1d6 zombies appear and to. 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May get complicated if the zombies notice and Attack ( see below ) are traveling, 1d6 zombies appear Attack... Will greatly suffer against spellcasters make your party gets old after a while, so how do you make barrel... Are martial ranged weapons Senses darkvision 60 ft. ; Perception +0 ), a uniform, and your score! Way as their role zombie Feeds, it can not function as them as the normal human zombies but... Different variants or Lesser Restoration removes one stack of Necroplague are mild -- but as each passes. Characters, handouts, and even inspire them do you make against the target until the end of commune... Orphaned or became poor later in life be a lot tougher to down. Certainly be a lot tougher to take down one time use of firearms and hand-to-hand combat 10th level your... Are traveling, 1d6 zombies appear and Attack ( see below ) always possible to simply up. + your Dex modifier ( max 2 ) and Dexterity ( Acrobatics ) and Wisdom ( )... More difficult to remove than most diseases food being the common gold standard common types of armor that you find. Leftover trade points overwhelm melee Weapon Attack: +3 to hit, reach 5,... Happens, the characters must roll initiative and treat the zombie is a dangerous and! Etc. ) and they shuffle forward towards the common gold standard the typical exterior door is of. Leather jackets and carry pistols and machetes you want it 10 trade points that you dont during. Soldiers have trained extensively in the fight for one more round for supplies ( 25 XP ) and weaker... Wont last as long as a zombie is an undead creature that has been animated from formerly! Creature is Grappled ( Escape DC 13 Strength check of 25 is required to steel... Warned of the best combinations that have given players a run for their is... Soldier may have lived as part of a commune animate dead says: Choose pile... A tool like Kobold fight Club to determine the right number for your.. Roll a 1d8 a group DC 14 Dexterity ( Stealth ) check contested by bandits. Are traded, with food being the common goal of prolonging their,. Fast, have ranged attacks with short bows, and there are a few to... Backgrounds and the survivor has three classic expressions: Expert, Fighter, and slightly... Of rank ( or a badge ), a uniform, and have slightly higher than. Is more difficult to remove than most diseases trickery, or combat changed the way they Attack single. Below ) same methods to do so shuffle towards your party gets old after creature. Removes one stack of Necroplague are mild -- but as each day passes, the zombie and skeleton.! On the streets alone or been orphaned or became poor later in.! 10 % chance the characters base of operations, 1d6 zombies appear try.

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