Hit Points 1st Level: 8 + your Constitution modifier, Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per character level after 1st. A raging fever sweeps through the creatures body. 17. 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. 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. All rights reserved. Hatchets, fire axes, and the like are also common in ZACS 5e. It will keep fighting you with its other arm, and that is very scary to the adventurer on the other end! They have a speed of 20 ft, which is much less than the speed of most adventures. Maybe these variants even depend on how the zombies died in life. 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.On a success, the zombie drops to 1 hit point instead. As a magical disease, Necroplague is more difficult to remove than most diseases. 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. Multiattack. A set of fine clothes and 20 trade points that you can spend purchasing equipment of your choice. You lose any leftover trade points that you dont spend during character creation. If you see zombies as damage-soaking fleshy tanks, then you would be right as their role. A grappled Creature has a movement speed of 0. They also do not require any food, water, air, or sleep, making them very hard to outlast with attrition. You gain proficiency in Wisdom (Perception) and Wisdom (Survival). Breaking a window requires a DC 13 Strength check. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. And you may not select a feat in place of an ability score improvement. Like Dungeons & Dragons Fifth Edition, ZACS 5e uses Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma as the main ability scores. 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. It weighs 9 lb. Similar to light crossbows, shortbows are martial ranged weapons. Machetes. The random encounters in ZACS 5e arent tailored to characters of a particular level. As you survive, your martial prowess grows. Machete. Str 17, Dex 10, Con , Int , Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 14 Feats Toughness B Special Qualities . The creature has disadvantage on Charisma checks and vulnerability to all damage. 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. You lose any leftover trade points that you dont spend during character creation. This gear weighs 35 lbs. It made for a creepy fun little puzzle. Many of the animals found in Appendix A of the Monster Manual can port over exactly as they are. ZACS 5e doesnt use races and classes the same way that Dungeons & Dragons Fifth Edition does. 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. Damage leaves lingering effects in ZACS 5e. DEFENSE. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. When this zombie Feeds, it heals for an amount of HP equal to the damage done. | ACK-SRD Hollow core doors have an AC of 12 and only 10 hp. There are two basic conditions for a . 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. 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. You are proficient with pistols, revolvers, hunting rifles, and shotguns. You gain proficiency in Strength (Athletics) and Charisma (Intimidation). If the disease reduces the targets hit point maximum to 0, the target dies and returns to life as a zombie in 1d4 hours. Bandits wear leather jackets and carry pistols and machetes. Traveller SRD It can still use its signature eye lasers. Soldiers are armed with automatic rifles. burned, frozen, poisoned, etc.). Instead, all characters are human and they all fall under a single class: Survivor. When hundredseven thousands of zombiescluster together, they create herds. 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. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Because there is only one race in ZACS 5e (humans), selecting a race is redundant. A Prone creature has disadvantage on attack rolls. | Dungeon World SRD Hungry. Maybe a graveyard of heroes was disturbed and fallen heroes with magical weapons and armor will need to be put down. 2. Skill Proficiencies. Most vehicles require fuel of some sort 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. 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. Place Windows and Place Doors is available to all Plus and Pro subscribers. 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. The main advantage of zombies is twofold: Their numbers, and their high HP pool. Your Wisdom score increases by 1. Ability Score Increase. 0.00. A creature that takes damage from the zombie's breath has its speed reduced by 10 feet until the start of the zombie's next turn. While surrounded by the zombie herd, creatures can take actions as normal. Criminals have a history of breaking the law. At 1st level, choose one of your skill or tool proficiencies. XP 200 NE Medium undead Init +0; Senses darkvision 60 ft.; Perception +0 . They are emanated and animated by dark magic, either intentionally or when dark magic soaks the area where they were buried. May 14, 2021 @ 10:57am. Mob rules may get complicated if the zombies in each mob are different variants. Wild Animals. The animals are hungry and scavenging. Undead Fortitude. Bandits. Skill Proficiencies. Other humanoids may become zombies under the control of necromancers or some other magical force. Stacks are not removed upon death. A musical instrument (one of your choice), a costume, and 15 trade points that you can spend purchasing equipment of your choice. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Ability Score Increase. Unless the zombies have the players cornered in a tight space where mobility isnt an issue, your players will be able to run circles around them. Hit: 11 (3d6 + 1) piercing damage damage. It gets back to the beginnings of Dungeons and Dragons. Starting at 3rd level, if you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creatures Wisdom (Insight) check. . Tool Proficiency. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Healers are able physicians. To do so, the zombie must see the attacker and be wielding a melee weapon. Instead, items and equipment are traded, with food being the common gold standard.. The leader makes two melee attacks or two ranged attacks. Survivalists grew up in the wilds, far from civilization and the comforts of town and technology. Observant. The traveling characters will have to travel around the herd or wait for it to pass if they wish to continue forward. From steel pipes to baseball bats, clubs are one of the most common weapons in a modern setting. 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. Hit: 4 (1d6 + 1) bludgeoning damage. The Ultimate D&D Zombie 5e Guide and Tactics. All characters in ZACS 5e take the survivor class. Ability Score Increase. And survivors are the same as commoners, except they also carry automatic pistols, making their CR 1/8 (25 XP). For 1 minute, the leader can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. Defensive Abilities: A fast zombie does not gain DR 5/slashing. Leather Jacket. This action uses 10 pieces of its automatic rifles ammunition. | Everyday Heroes SRD If your players tire of random encounters, make such encounters less common by having them occurs on a roll of 18 or higher, or only 20. Hit: 4 (1d4 + 2) piercing damage. While zombies dont get any inherent advantages for working together, their hitpoint pools and the Undead Fortitude trait makes them pretty powerful. Zombies are usually low-level enemies in most Dungeons & Dragons adventures, but they can become major threats in a zombie apocalypse campaign. The creatures flesh decays. The creature can add a d4 to its roll provided it can hear and understand the leader. Burst Fire. Skill Proficiencies. Zombies can be controlled by the one who raised them, but they cant do much more than charge forward and attack an enemy. You gain proficiency in Wisdom saving throws. Ghouls are risen from the dead and become a warped, twisted, feral version of themselves. Functionally, knives are the same as daggers. | Fudge SRD The more I kept . Tool Proficiencies. This action uses 10 pieces of its automatic rifles ammunition. Categories: Share. The vest weighs 6 lb. Scholars spend years learning and researching a specific field of study. You could have zombie soldiers who know how to use the weapons they fought within life against their foes. The GM sets the DC based on the magnitude of the horrific circumstances. They are almost mindless, but can follow simple orders. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Windows have an AC of 13 regardless of size. Charlatans have a way with people. While aflame, it's attacks deal d6 additional fire damage, and it take d6 fire damage at the start of it's turns. Picking the lock is easier, requiring a DC 15 Dexterity check using thieves tools to open. The unfortunate few who have to survive in the world of the dead are known as survivors. When you are prone, standing up uses only 5 feet of your movement. Special Attacks: A fast zombie gains the following special attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Riot Gear. 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