Zombie (/zombi/)

The Undead Servant

 
A pale, emaciated figure with decaying gray skin. It shambles about on unsteady legs, as if not under its own control. It has milky white eyes that stare ahead blankly (if it has eyes at all) and its mouth hangs open.
  A zombie was an undead creature usually created by the re-animation of a corpse. Unlike animated skeletons, zombies still retained some flesh on their bodies and gave off a horrid, rank smell. They were almost mindless, but could be given simple commands, such as "kill anyone who opens the treasure chest." Virtually any solid creature could be turned into a zombie; in addition to humanoids, troglodytes, minotaurs, ogres, and even beholders could be turned into zombies.   From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.   Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.   Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.   A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.   Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.   Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.   A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so.   Undead Nature. A zombie doesn't require air, food, drink, or sleep.  
“After Beek died, we cast an animate dead spell on his corpse. It was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would've found that hilarious.”  
— Fonkin Hoodypeak, on friendship
 
“The Realms would be far friendlier to the undead if we learned to exercise greater control over our culinary habits. I fear most of us are beyond reasoning though. If you can get three moans from a zombie, you can consider it a good conversation.”  
— Lyressa
 
The Menagerie fought some in the ruins under the Outding Refuge Church.  

Basic Information

Anatomy

A pale, emaciated figure with decaying gray skin. It shambles about on unsteady legs, as if not under its own control. It has milky white eyes that stare ahead blankly [if it has eyes at all] and its mouth hangs open.  

Description

Basically, a zombie was the corpse of a creature that had been animated by someone who could manipulate negative energy, such as a cleric. For example, a cleric would be able to use negative energy on a corpse and make it move its body, arms, legs, etc. Zombies could also rise spontaneously if an area was saturated with necromantic magic.   Zombies dragged their feet and so did not leave clear prints.  

Variants

Ankylosaurus zombie
A zombie created from the corpse of an ankylosaurus, typical to the jungles of Chult.
Ash zombie
A zombie created from ash of the victims of the Mount Hotenow explosion. Usually Thayan magic in the creation.
Beholder zombie
Sometimes called Death tyrants; zombified beholders which possessed some of their deadly abilities.
Girallon zombie
Crated from the corpse of a girallon, typical to some locations in Chult.
Gravehound
Undead hounds found in Shadowfell and sometimes used by Thayan necromancers.
Juju zombie
Free-willed, sentient zombies often created from powerful curses or other fell magics.
Ogre zombie
Powerful zombies created from dead ogres.
Sea zombie
Created from the corpses of humans who drowned at sea.
Tyrannosaurus zombie
Created from the corpse of a tyrannosaurus, typical to Chult. These fearsome creatures could regurgitate zombies from their gullets.
Tyrantfog zombie
Priests of evil deities killed by other evil deities.
Zombie dragon
Created from dragons and retained some of their deadly abilities. Not to be confused with dracoliches.

Ecology and Habitats

Ecology

Necromancers used demons' blood as a powerful magical adhesive liberally applied to zombies' joint to stave the rotting and disintegration of tissues.

Additional Information

Uses, Products & Exploitation


Harvesting

Instructions
Instructions: Because this creature is an Undead, the player should roll a Arcana Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
 
  Type: Undead   Skill: Arcana  
DC Item Description Value Weight Expiration Crafting
5 Zombie Fluid A zombie's saliva and blood are both a thick, black fluid that smells of rotting meat. The fluid is a disease-ridden substance that necromancers often use in dark rituals and spells. Alchemists may be able to repurpose the blood for use in certain potions. 3 cp 1 lb. 7 days
  Most Crafting Items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide Books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH and HHH2 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items.  
This kind of creature does not normally carry treasure. This kind of creature does not normally have or collect treasure. However, the creature may have a lair full of bodies, or reside somewhere that treasure already exists.   This creature produces no Harvested Meat. The meat of an undead creature, if any still exists, is decayed, rotten and often riddled with disease. Eating the meat can cause serious illness, and even death. Dungeon Master's discretion.

Average Intelligence

Low (3)

Sources
Source(s):
 
  • Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), pp. 315–316. ISBN 978-0786965614.
  • Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), pp. 274–275. ISBN 978-0-7869-4852-9.
  • Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), pp. 265–267. ISBN 0-7869-2893-X.
  • Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), pp. 373–374. ISBN 1-5607-6619-0.
  • Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 103. ISBN 0-935696-00-8.
  • Ossian Studios (August 2019). Designed by Luke Scull. Neverwinter Nights: Tyrants of the Moonsea. Beamdog.
  • R.A. Salvatore (October 1991). Canticle. (TSR, Inc.), chap. 17, p. 221. ISBN 1-5607-6119-9.
  • Ossian Studios (June 2018). Neverwinter Nights: Darkness over Daggerford. Beamdog.
  • Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). Tomb of Annihilation. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), pp. 240–241. ISBN 978-0-7869-6610-3.
  • R.A. Salvatore (July 2012). Neverwinter. (Wizards of the Coast). ISBN 0-7869-6027-2.
  • Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 309–310. ISBN 0-7869-1836-5.
  • Erik Scott de Bie (2011). Gates of Neverdeath. (Wizards of the Coast), p. 11.
  • Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). Unapproachable East. (Wizards of the Coast), pp. 66–67. ISBN 0-7869-2881-6.
  • James Wyatt, Rob Heinsoo (February 2001). Monster Compendium: Monsters of Faerûn. Edited by Duane Maxwell. (Wizards of the Coast), p. 85. ISBN 0-7869-1832-2.
  • Andy Collins, James Wyatt, and Skip Williams (November 2003). Draconomicon: The Book of Dragons. (Wizards of the Coast), pp. 197–198. ISBN 0-7869-2884-0.
  •  

 
 

   
Genetic Ancestor(s)
Scientific Name
Exnihilia, Inmortui, Animatum, Cadaverus
Origin/Ancestry
Undead (Corporeal Corpse| Mindless Zombie)
Lifespan
Zombies do not have a natural lifespan, as they are not living creatures. However, they can exist for a very long time, as long as they have a source of energy to feed on.
Conservation Status
None. Most civilized nations outlaw such necromancy and request a "kill on sight" to all such undead.
Average Height
4'5" - 6'
Average Weight
120 - 200 lb.
Related Ethnicities

5E Statistics
Zombie

 
Size Medium
Type Undead
Alignment Neutral Evil
Challenge Rating 1/4

General Information

Vision Darkvision
Activity Cycle Night
Favored Climate Any
Favored Terrain Any

Appearance

Average Height 6'
Average Weight 200 lbs.

Session Reports

 
 
See Also: Zombie on Forgotten Realms Wiki

MM, page 316. Also found in CoS; LMoP; PotA; RoT; TftYP; ToA; WDMM; GoS; DC; DIP; SLW; SDW; BGDIA; ERLW; RMBRE; EGW; TCE; WBtW; JttRC; DoSI; DSotDQ; KftGV. Available in the SRD.

Zombie CR: 1/4

Medium undead (mindless), neutral evil
Armor Class: 8 (natural)
Hit Points: 22 (3d8+9)
Speed: 20 ft

STR

13 +1

DEX

6 -2

CON

16 +3

INT

3 -4

WIS

6 -2

CHA

5 -3

Saving Throws: Wis +0
Skills: Proficiency Bonus +2
Damage Immunities: Poison
Condition Immunities: Exhaustion, Fatigue, Poisoned
Senses: Darkvision 60 ft.; Passive Perception: 8
Languages: Understands the languages it knew in life, but cannot speak.
Challenge Rating: 1/4

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.

Actions


Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) 1d6+1 bludgeoning damage.

From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.   Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay. Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.   A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.   Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.   Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.   A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so.   Undead Nature. A zombie doesn't require air, food, drink, or sleep.  
“After Beek died, we cast an animate dead spell on his corpse. It was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would've found that hilarious.”  
— Fonkin Hoodypeak, on friendship

Suggested Environments

Environment: Urban Area Terrain