Getting past the zombies and touching the handprint opened the puzzle-door & stopped the zombie incursion into the Material Plane. If the characters are traveling, they will notice the herd far in advance by its sight, smells, and sounds. Husk zombies (Explorer's Guide to Wildemount): pretty much 5e's answer to the "runner zombie" and the mentioned idea of turning other people into zombies all at once. [Half-Life Alyx] Fast Headcrab [Replacement] Created by. They are almost mindless, but can follow simple orders. The creatures flesh decays. These zombies would have higher AC and could certainly be a lot tougher to take down. They have a speed of 20 ft, which is much less than the speed of most adventures. Add a claw/claw/bite mechanic. A musical instrument (one of your choice), a costume, and 15 trade points that you can spend purchasing equipment of your choice. 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. Survivors. Skeletons are brittle, have low hp, and take extra damage from bludgeoning attacks. And rolling dice for every single little zombie will get old fast. On success, they dont die but drop to zero hp instead. Nobles understand wealth, power, and privilege. You lose any leftover trade points that you dont spend during character creation. To do so, the zombie must see the attacker and be wielding a melee weapon. Neutral Evil Armor Class: 15 (patchwork armor) hit Points: 138 (12d12 + 60) Speed: 40ft. 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. Skills: Choose one skill proficiency of your choice. On a success, the zombie drops to 1 hit point instead. Criminals have a history of breaking the law. 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 a human dies in ZACS 5e, it returns as a zombie in 1d4 hours unless its brain is destroyed. At 2nd level, you gain proficiency in a saving throw of your choice. Two types of undead that player characters will encounter often at low levels are skeletons and zombies. Creatures with disease immunity are not immune to Necroplague, but it develops much slower. 4. Maybe these variants even depend on how the zombies died in life. Typically, nobles are descended from powerful families who own considerable assets and may wield significant influence. Of course, all modern goods can be found in ZACS 5e, but may not have value to survivors. Equipment. A floating head with one big eye that's also a zombie Beholder Zombie details: It is a large monster with high health that can fly Despite it being dead and its immunity to poison, it has a surprisingly strong Wisdom save Can rise up again and again if not struck with a critical hit You gain proficiency in one of the following: vehicles (air), vehicles (land), or vehicles (sea). Armor is not very common in ZACS 5e but still exists. Unlike the despotic death tyrants, they were mindless servants and retained no memory of their living selves. Use them. Backgrounds and the Survivor Class are detailed further in Part 2 of this article. The ideal of the survivor has three classic expressions: Expert, Fighter, and Leader. A set of artisans tools (one of your choice) and a set of travelers clothes. Observant. 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. Ability Score Increase. Athletics +3 Damage Immunities poison In D&D 5e the zombie is a solid foe to use in low-level adventures. 1. There are a few things the zombie 5e is not. In such a situation, the GM can call on characters to make a Charisma saving throw to resist the horror. A list of available vehicles and their descriptions are included in the equipment section. On a success, the zombie drops to 1 hit point instead. Short rests are 8 hours long and long rests are 7 days long. Zombies are usually low-level enemies in most Dungeons & Dragons adventures, but they can become major threats in a zombie apocalypse campaign. Equipment. The GM sets the DC based on the magnitude of the horrific circumstances. DEFENSE. As a bonus action, this zombie may move up to it's movement speed towards a living creature. The animals are hungry and scavenging. | Forge Engine SRD 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. The soldier targets a point that it can see within 80 feet of it. Instead, all characters are human and they all fall under a single class: Survivor. Ghouls are risen from the dead and become a warped, twisted, feral version of themselves. Hungry. If your hit point maximum drops to 0, you die. Your Strength or Constitution score (your choice) increases by 1. The survivors are healthy and are looking for supplies. Writing prompt/ideas for characters. 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. Helpful. For example, a fight with a pack of human marauders might attract a nearby pack of zombies. Skill Proficiencies. Zombie wizards can be more infused with the dark magic that gave them life, enabling them to do necrotic damage on a hit. Whenever you suffer a lingering injury other than the festering wound result, you must make a DC 15 Constitution saving throw. A medicine kit and a set of common clothes. Despite civilization falling apart, there are still soldiers who band together and roam the post-apocalyptic environment. Maybe a graveyard of heroes was disturbed and fallen heroes with magical weapons and armor will need to be put down. etc. Ability Score Increase. You are a master of certain tasks and knowledge. 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. 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. And survivors are the same as commoners, except they also carry automatic pistols, making their CR 1/8 (25 XP). 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. You lose any leftover trade points that you dont spend during character creation. This action uses 10 pieces of its automatic rifles ammunition. 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.. They can be statistically the same as the normal human zombies, but a little cosmetic change is always cool. 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. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice). 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. Dodge. Consider the entire base of operations plus an additional 1d4 x 100 feet surrounding the location filled with hundreds of zombies. Roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or night. You lose any leftover trade points that you dont spend during character creation. In addition, other creatures dont gain advantage on attack rolls against you as a result of being unseen by you. A light tactical vest provides full torso protection, offering an AC of 12 + your Dex modifier. 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. You lose any trade points that you dont spend during character creation. As you survive, your martial prowess grows. Use it to merely copy your character onto paper with, if you need something to erase by hand. Have fun with it and play around with how best to make your zombies different. Automatic Pistol. Brawler. Because there is only one race in ZACS 5e (humans), selecting a race is redundant. Effects that suppress magic, such as an antimagic field, halt the progression while subjected to the effect but remove no stacks. Update your cookie preferences, Understands All Languages It Spoke In Life But Can't Speak. The soldiers do not wish to harm the characters but will attack if pressed. Roll a result on page 259 of the Dungeon Masters Guide. The zombies count as difficult terrain. The soldier makes two melee attacks. Machetes. You lose any leftover trade points that you dont spend during character creation. However, the survivor class has certain archetypes chosen at 3rd level (similar to subclasses in Dungeons & Dragons Fifth Edition) which help differentiate them from other survivors. Skill Proficiencies. Ranged Weapon Attack: +4 to hit, range 80/240 ft., one target. Ability Score Increase. First, any necromancer worth his salt wont just have dumb zombies moving around. Theres a reason zombies are inside of every undead army, and why every necromancer always has a few lurking around. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Any character on guard is warned of the attack with a successful DC 10 Wisdom (Perception) check. Acolytes may be priests, pastors, or even guidance counselors. Slam. Your Charisma score increases by 1. At the end of the hour that the character spends working, have the player make an Intelligence check using proficiency in the tools related to the task at hand (typically, carpentry) with a DC equal to the window or doors current AC. Variant Zombies. They know how to entrance them, entertain them, and even inspire them. Maybe these variants even depend on how the zombies died in life. Of course, its not always possible to simply hole up in a location and live there. 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. A Prone creature has disadvantage on attack rolls. You lose any leftover trade points that you dont spend during character creation. Plus you can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. A creature can benefit from only one Leadership die at a time. Double their movement speed if you want to make them "fast" zombies. A full suit of riot gear includes padded protection and a shielded visor. 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. Since there is only one real class, characters cannot multiclass. How to Create a Survivor Character Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 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. Str 17, Dex 10, Con , Int , Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 14 Feats Toughness B Special Qualities . Functionally, knives are the same as daggers. Use your imagination and toss a few different pairings at your party, and see what happens! You gain proficiency in Wisdom saving throws. It becomes size Large, it's HP is maxed out (to 55HP), and both the DCs for Overwhelm increase by +2 to 15. | Here Be Monsters Zombies are reanimated bodies. They were invited to a stork-man (eblis) village. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. 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. 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. Spd 30 ft. Melee slam +4 (1d6+4). Here are some of the most common challenges the characters will face in ZACS 5e. 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). Your rage lasts for 1 minute. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. Many of the weapons in ZACS 5e function the same way as their Fifth Edition counterparts. Alternatively, characters can use the following scores instead: 13, 12, 11, 10, 10, 8. Hit: 8 (2d6 + 1) slashing damage damage, and creature is Grappled (Escape DC 13). Roll another d20 and check the Encounters table for the terrain appropriate to where the characters and their base are. Reference. Instead, items and equipment are traded, with food being the common gold standard.. Zombie Medium undead, neutral evil Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft. And you may not select a feat in place of an ability score improvement. If you would like to support the GM Binder developers, consider joining our Patreon community. 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. Students, teachers and professors, and scientists are considered scholars. Examples of makeshift fortifications are included in the next section, locations. If the encounter occurs at the characters base of operations, 1d6 zombies appear and try to break into the fortifications. Multiattack. | Basic Fantasy SRD. Read on to see our full Zombie 5e Guide. Have the characters make a group DC 14 Dexterity (Stealth) check. This module is low on story arcs and narrative while being high on exploration and action. Otherwise, the zombies notice and attack (see below). 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. Roll20 uses cookies to improve your experience on our site. 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. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Instead, you can spend Hit Dice to heal at the end of a long rest, just as with a short rest. When you use this feature, you cant use it again until you finish a long rest. Furthermore, backgrounds act as both the race and origin for a character, offering up roleplaying notes and traits. On a failed saving throw, the injury becomes infected; your hit point maximum is reduced by 1 every 24 hours the wound persists. 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. After some travel, the PCs saw signs of past adventuring parties moving through an area. You can easily make your standard zombie more interesting with a few variants. 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. | 13th Age SRD Listed below are three common types of armor that you might find. New Pages | Recent Changes | Privacy Policy. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Beholder zombies were powerful zombies created from the reanimated corpses of dead beholders with the use of necromantic magic. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. | Everyday Heroes SRD Similar to light crossbows, shortbows are martial ranged weapons. Bandits. Windows have an AC of 13 regardless of size. 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. | 5th Edition SRD Insignia of rank (or a badge), a uniform, and an automatic pistol with 15 bullets. Hatchets, fire axes, and the like are also common in ZACS 5e. 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. Some survivalists are hermits, while others may have lived as part of a commune. Equipment. The creature is overcome with shaking. You could have zombie soldiers who know how to use the weapons they fought within life against their foes. Choose a Background. When they would contract a stack of necroplague, roll a d20. Your Strength or Dexterity score (your choice) increases by 1, and your Constitution score increases by 1. Zombie Herd. Errata: 12/9/2018 - I changed the way they attack. PART 2 Survivor Characters ZACS 5e doesn't use races and classes the same way that Dungeons & Dragons Fifth Edition does. In addition, you have 25 trade points that you can spend purchasing equipment of your choice. Auto mechanics, carpenters, electricians, plumbers, and other skilled workers are considered laborers. Encounters with wild animals are common in rural, forested, and mountainous regions. 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. Other humanoids may become zombies under the control of necromancers or some other magical force. Basic automobiles (those having two axles) do not require proficiency to operate. Any amount of fire damage being done to it causes it to light aflame. Latest 5th Edition Products in the Open Gaming Store. 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. Club. Zombies. Hit: 3 (1d4 + 1) piercing damage and the target must succeed on a DC 13 Constitution saving throw or contract the zombie rot disease. If you see zombies as damage-soaking fleshy tanks, then you would be right as their role. The character must have the proper resources in order to fortify the door or window such as lumber, nails, etc. 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. Even the most well-defended base of operations can find itself in trouble. These are the most common vehicles found in ZACS 5e. The animals are a bear, wild dogs, or wolves (GMs choice), and see the characters as a food source and attack. Athletes have undergone extensive physical training. Step 1) Let's Review what we know aboutZombies. Burst Fire. Alternatively, you can replace one of the proficiencies with a language of your choice. Survivor, Dead. If the disease reduces the targets hit point maximum to 0, the target dies and returns to life as a zombie in 1d4 hours. Interior doors are much weaker. Your Intelligence score increases by 2. In many cases these variant abilities may be applied to either skeletons or zombies, unless common sense dictates otherwise (such as a gasburst skeleton). 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. 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. Roll a d6 on the Variant Table once for each zombie to determine what variant they are. Tool Proficiencies. You gain proficiency in Dexterity (Sleight of Hand) and Wisdom (Survival). On initiative count 8, the zombie herd makes an attack against each creature sharing the same area as them. Examples are included below: ZACS 5e is a dangerous world and survivors are not nearly as tough as traditional Fifth Edition adventurers. Your Charisma score increases by 2. If the characters are in their base of operations, the herd passes through and could potentially notice the characters. Animate Dead says: Choose a pile of bones or a corpse of a Medium or Small humanoid within range. On a success, the zombie drops to 1 hit point instead. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Roll a d6 to determine the animals situation: 1-2. On a success, the zombie drops to 1 hit point instead. On a failure, it contracts Necroplague (see section to the right). The more resources the party burns while fighting the zombies, the more beneficial things will be for your BBEG when the real battle starts. 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. Resilience. How to build challenging encounters against a Zombie. The Zombie can be found in the Monster Manual page 314. The creature is cured when all stacks are removed. Fast + Ichor makes for some speedy zombie-bombs. Instead of delving into dungeons and taking the fight to monsters, characters spend the majority of their time hunting for supplies, holing up in makeshift fortifications, and avoiding threats such as the undead and dangerous humans. 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 success, the zombie drops to 1 hit point instead. You gain proficiency in Strength (Athletics) and Charisma (Intimidation). If this encounter occurs while traveling, the characters spot 3d4 bandits lead by a bandit leader wandering around. A set of common clothes. Undead Fortitude. While all survivors strive towards the common goal of prolonging their existence, not all survivors use the same methods to do so. Unless a specific rule says otherwise, the dash action is available to all creatures. Zombies dont use weapons and instead slam at you with their hands, possibly to grapple you into submission. 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. Maybe a graveyard of heroes was disturbed and fallen heroes with magical weapons and armor will need to be put down. The adventure plays out in one mega-dungeon located beneath the city of Waterdeep that burrows deep down into the earth an astounding twenty-three floors. The more I kept . 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. | 4 Color SRD (Astonishing Super Heroes) Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Tactical Armor, Heavy. Physical Training. On a success, the zombie drops to 1 hit point instead. 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Even depend on how the zombies notice and attack ( see below ) ).!