HP 15 (2d8 + 6; bloodied 7)
Speed 20 ft.
Proficiency +2; Maneuver DC 11
Damage Immunities poison
Condition Immunities fatigue , poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
Undead Fortitude (1/Day). If the zombie is reduced to 0 hit points by damage that isn’t radiant or from a critical hit, it’s instead reduced to 1 hit point, falls prone , and is stunned until the end of its next turn, appearing to be dead.
Undead Nature. A zombie doesn’t require air, sustenance, or sleep.
Grab. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 11). Until the grapple ends, the zombie can’t grab another target.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled target. Hit: 6 (1d10 + 1) piercing damage, and the zombie regains the same number of hit points.
Variants: More Zombie Traits
In place of (or in addition to) Undead Fortitude, you can give a zombie one of the following traits:
Infectious Bite. A creature bitten by the zombie takes 2 (1d4) ongoing necrotic damage until it regains hit points or a creature makes a DC 15 Medicine check to treat the wound. If a beast, humanoid, or giant dies while suffering from this effect, it becomes a zombie after 1 minute, gaining the zombie template .
Vile Discharge. The zombie’s melee attacks deal an extra 2 (1d4) poison damage. Additionally, when it’s reduced to 0 hit points, it explodes. Creatures within 5 feet make a Dexterity saving throw against the zombie’s maneuver DC, taking 5 (2d4) poison damage on a failure.
Vigor Mortis. The zombie can take the Dash action as a bonus action. It can’t do so again until it moves 0 feet on one of its turns.
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Zombies are the mindless husks of formerly living creatures re-animated by foul necrotic energies.
DC 15 Even after defeating a zombie, it is best to burn or hack the body to pieces, to be sure that it remains dead.
Zombies are animated corpses stripped of any spirit or intelligence they bore in life. Most often, zombies are created by necromancers or other evil spellcasters, although it’s not unheard of for zombies to arise spontaneously in areas marked by profound evil or unholy energy.
Death In Action. Zombies bear whatever wounds or decay they suffered before their animation. Although the necromantic energies involved in animating a zombie greatly slow further decay, all zombies eventually molder away.
Unlive To Serve. Zombies can be given basic orders by their creators. “Guard this door,” “attack that creature,” and “defend me” are common commands. A zombie attempts to execute its orders in the most straightforward way possible, heedlessly exposing itself to danger. Without orders, a zombie either attacks nearby creatures or remains entirely motionless.
1 Standing guard
2 Shambling aimlessly
3 Lying motionless on the ground; rise and attack if approached
4 Lying in coffins, graves, or burial niches; all attack if one is disturbed
5 Struggling to bash down a door or bend bars
6 Clawing themselves free from shallow graves
1 Distant groaning
2 Footprints left by decaying boots
3 A rotting smell
4 Disemboweled corpses
Zombies shamble through catacombs and tombs, or guard the lairs of undead creatures and evil spellcasters.
CR 0–2 1d4 zombies ; ogre zombie
CR 3–4 ogre flesh heap ; zombie knight ; 1d4 + 4 zombies ; zombie horde
Treasure 2 potions of healing
CR 5–10 3 to 5 ogre zombies ; 2 ogre flesh heaps ; 2 or 3 zombie knights ; zombie knight with 1d8 + 8 zombies ; zombie horde with ogre zombie or zombie knight
Treasure spell scrolls of animate dead and false life , arrow-catching shield
CR 11–16 young red dragon zombie ; young red dragon zombie with 1d8 + 8 zombies or 2 ogre zombies
Treasure 1,500 gp, 3,000 sp, 8 flawed amethysts (50 gp each), 2 potions of poison