Zombie Resurgence
If the PCs did not fight the zombies when they first arrived on the island, the zombies cause trouble later. After the PCs have spent some time at the cloister, they hear cries for help. Read the following text:
When using undead fortitude, use phrases like "That should have finished it, but it refuses to stop moving" to tip your PC's off. When receiving radiant damage do the inverse by describing how the zombies howl. To understand what is going on, DC 10 intelligence check
If the PCs fall to the zombies, Runara comes to their rescue. The PCs wake up in A5 of Dragon's Rest. Runara explains that she heard the sounds of combat and arrived just in time to prevent the zombies from dragging them into the sea
If the PC's talk to Runara about the zombies, she tells them she suspects a wrecked ship off the rocks to the north is the source of these monsters and she asks the PCs to invesitagate the site (see Cursed Shipwreck )
Blepp and Tarak of Dragon's Rest are running for their lives up the lower path, their fishing equipment discarded behind them. Blood and dirt stain their robes. Three figures shamble after them- bloated corpses dressed as sailors, moaning and gurglingThe PCs have another opportunity to fight the three zombies Blepp has 2 HP left after a zombie hit him, and is convinced his good luck and his "magical" dagger saved him from certain death. Tarak is unarmed, and the zombies overpower both him and blepp if the PC's dont help
Zombie CR: 1/4
Medium undead, neutral evil
Armor Class: 8
Hit Points: 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
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft, passive Perception 8
Languages: Understands the languages it knew in life but can't speak
Challenge Rating: 1/4
Undead fortitude If Damage reduces the zombie to 0 hp, it makes CON save with DC of 5+damage taken, unless damage is radiant or from critical hit. On a succes, the zombie drops to 1 hp instead Unusual Nature The zombie doesn't require air, food, drunk or sleep
Actions
Slam: melee weapon attack, +3, 5 ft, one target, hit: 1d6+1 bludgeoning damage
Plot type
Additional Encounter
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