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Monster Mayhem
Sample Zombies
by Jonathan Tweet

You can use D&D miniatures to represent most of the zombies detailed here. The goblin miniatures, for example, make fine zombie goblins, especially if you paint their skin gray.

CR
Creature
1/2
zombie goblin
2
zombie bugbear
3
zombie ogre
4
zombie displacer beast
4
zombie troll
6
zombie ettin

Zombie Goblin

Small Undead

Hit Dice:

2d12+3 (16 hp)

Initiative:

+0

Speed:

30 ft.

AC:

15 (+1 Size, +1 natural, +3 studded leather)

(touch 11, flat-footed 15)

Attacks:

Slam +2 melee or javelin +2 ranged

Damage:

Slam 1d4 or javelin 1d6

Face/Reach:

5 ft. by 5 ft./5 ft.

Special Qualities:

Undead traits, partial actions only

Saves:

Fort +0, Ref +0, Will +3

Abilities:

Str 10, Dex 11, Con -- ,

Int -- , Wis 10, Cha 1

Skills:

Hide +3, Move Silently +3

Feats:

Toughness

Clim./Terr.:

Any land and underground

Organization:

Any

CR:

1/2

Treasure:

None

Alignment:

Always neutral evil

Advancement:

--

Note: For a Small creature, throwing a Medium-size weapon is a full round action. Since zombies only get partial actions, it takes a zombie two rounds to throw the javelin.

Zombie Bugbear

Medium-size Undead

Hit Dice:

6d12+3 (42 hp)

Initiative:

+0

Speed:

30 ft.

AC:

16 (+3 natural, +2 leather, +1 small shield)

(touch 10, flat-footed 16)

Attacks:

Slam +6 melee or morningstar +6 melee

Damage:

Slam 1d6+3 or morningstar 1d8+3

Face/Reach:

5 ft. by 5 ft./5 ft.

Special Qualities:

Undead traits, partial actions only

Saves:

Fort +2, Ref +2, Will +5

Abilities:

Str 17, Dex 10, Con -- ,

Int -- , Wis 10, Cha 1

Feats:

Toughness

Clim./Terr.:

Any land and underground

Organization:

Any

CR:

2

Treasure:

None

Alignment:

Always neutral evil

Advancement:

--

Zombie Ogre

Large Undead

Hit Dice:

8d12+3 (55 hp)

Initiative:

-2

Speed:

30 ft.

AC:

15 (-1 Size, -2 Dex, +5 natural, +3 hide)

(touch 7, flat-footed 15)

Attacks:

Slam +9 melee or Huge greatclub +9 melee

Damage:

Slam 1d8+9 or Huge greatclub 2d6+9

Face/Reach:

5 ft. by 5 ft./10 ft.

Special Qualities:

Undead traits, partial actions only

Saves:

Fort +2, Ref +0, Will +6

Abilities:

Str 23, Dex 6, Con -- ,

Int -- , Wis 10, Cha 1

Feats:

Toughness

Clim./Terr.:

Any land and underground

Organization:

Any

CR:

3

Treasure:

None

Alignment:

Always neutral evil

Advancement:

--

Zombie Troll

Large Undead

Hit Dice:

12d12+3 (81 hp)

Initiative:

+1

Speed:

30 ft.

AC:

17 (-1 Size, +1 Dex, +7 natural)

(touch 10, flat-footed 16)

Attacks:

Slam +12 melee or claw +12 melee or bite +12 melee or bone +2 ranged

Damage:

Slam 1d8+7 or claw 1d6+7 or bite 1d6+7 or bone 1d6+7

Face/Reach:

5 ft. by 5 ft./10 ft.

Special Qualities:

Undead traits, partial actions only

Saves:

Fort +4, Ref +5, Will +8

Abilities:

Str 25, Dex 12, Con -- ,

Int -- , Wis 10, Cha 1

Feats:

Toughness

Clim./Terr.:

Any land and underground

Organization:

Any

CR:

4

Treasure:

None

Alignment:

Always neutral evil

Advancement:

--

Note: The zombie troll's bone (which it throws) is the equivalent of a club.

Zombie Displacer Beast

Large Undead

Hit Dice:

12d12+3 (81 hp)

Initiative:

+1

Speed:

40 ft.

AC:

15 (-1 Size, +1 Dex, +5 natural)

(touch 10, flat-footed 14)

Attacks:

Slam +10 melee or tentacle +10 melee or bite +10 melee

Damage:

Slam 1d8+7 or tentacle 1d6+7 or bite 1d8+7

Face/Reach:

5 ft. by 10 ft./5 ft. (15 ft. with tentacle)

Special Qualities:

Undead, partial actions only

Saves:

Fort +4, Ref +5, Will +8

Abilities:

Str 20, Dex 13, Con -- ,

Int -- , Wis 10, Cha 1

Feats:

Toughness

Clim./Terr.:

Any land and underground

Organization:

Any

CR:

4

Treasure:

None

Alignment:

Always neutral evil

Zombie Ettin

Large Undead

Hit Dice:

20d12+3 (133 hp)

Initiative:

-2

Speed:

40 ft.

AC:

17 (-1 Size, -2 Dex, +7 natural, +3 hide)

(touch 7, flat-footed 17)

Attacks:

Slam +16 melee or greatclub +16 melee

Damage:

Slam 1d8+10 or greatclub 1d10+10

Face/Reach:

5 ft. by 5 ft./10 ft.

Special Qualities:

Undead traits, partial actions only

Saves:

Fort +6, Ref +4, Will +12

Abilities:

Str 25, Dex 6, Con -- ,

Int -- , Wis 10, Cha 1

Feats:

Toughness

Clim./Terr.:

Any land and underground

Organization:

Any

CR:

6

Treasure:

None

Alignment:

Always neutral evil

Advancement:

--

Note: As a DM special ruling, feel free to allow the zombie ettin two attacks, one with each greatclub. Zombies can take only partial actions, but you could count these two attacks as one partial action by each half of the ettin.

Like this article? Check out Jonathan's skeleton template!

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