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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.
Zombie
Goblin
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Small Undead
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|
Hit Dice:
|
2d12+3 (16 hp)
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Initiative:
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+0
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|
Speed:
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30 ft.
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|
AC:
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15 (+1 Size, +1 natural,
+3 studded leather)
|
|
(touch 11, flat-footed
15)
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Attacks:
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Slam +2 melee or javelin
+2 ranged
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|
Damage:
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Slam 1d4 or javelin 1d6
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|
Face/Reach:
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5 ft. by 5 ft./5 ft.
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|
Special Qualities:
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Undead traits, partial
actions only
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|
Saves:
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Fort +0, Ref +0, Will
+3
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|
Abilities:
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Str 10, Dex 11, Con --
,
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Int -- , Wis 10, Cha 1
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Skills:
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Hide +3, Move Silently
+3
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Feats:
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Toughness
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Clim./Terr.:
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Any land and underground
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Organization:
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Any
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CR:
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1/2
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|
Treasure:
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None
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|
Alignment:
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Always neutral evil
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Advancement:
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--
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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
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Medium-size Undead
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Hit Dice:
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6d12+3 (42 hp)
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Initiative:
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+0
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|
Speed:
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30 ft.
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|
AC:
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16 (+3 natural, +2 leather,
+1 small shield)
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|
(touch 10, flat-footed
16)
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Attacks:
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Slam +6 melee or morningstar
+6 melee
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Damage:
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Slam 1d6+3 or morningstar
1d8+3
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|
Face/Reach:
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5 ft. by 5 ft./5 ft.
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|
Special Qualities:
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Undead traits, partial
actions only
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Saves:
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Fort +2, Ref +2, Will
+5
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Abilities:
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Str 17, Dex 10, Con --
,
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Int -- , Wis 10, Cha 1
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Feats:
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Toughness
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Clim./Terr.:
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Any land and underground
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Organization:
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Any
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CR:
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2
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Treasure:
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None
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Alignment:
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Always neutral evil
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Advancement:
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--
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Zombie
Ogre
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Large Undead
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Hit Dice:
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8d12+3 (55 hp)
|
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Initiative:
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-2
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|
Speed:
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30 ft.
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|
AC:
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15 (-1 Size, -2 Dex, +5
natural, +3 hide)
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(touch 7, flat-footed
15)
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Attacks:
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Slam +9 melee or Huge
greatclub +9 melee
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Damage:
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Slam 1d8+9 or Huge greatclub
2d6+9
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Face/Reach:
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5 ft. by 5 ft./10 ft.
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Special Qualities:
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Undead traits, partial
actions only
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Saves:
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Fort +2, Ref +0, Will
+6
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Abilities:
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Str 23, Dex 6, Con --
,
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Int -- , Wis 10, Cha 1
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Feats:
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Toughness
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Clim./Terr.:
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Any land and underground
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Organization:
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Any
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CR:
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3
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Treasure:
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None
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Alignment:
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Always neutral evil
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Advancement:
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--
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Zombie
Troll
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Large Undead
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Hit Dice:
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12d12+3 (81 hp)
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Initiative:
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+1
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Speed:
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30 ft.
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AC:
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17 (-1 Size, +1 Dex, +7
natural)
|
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(touch 10, flat-footed
16)
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Attacks:
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Slam +12 melee or claw
+12 melee or bite +12 melee or bone +2 ranged
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Damage:
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Slam 1d8+7 or claw 1d6+7
or bite 1d6+7 or bone 1d6+7
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Face/Reach:
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5 ft. by 5 ft./10 ft.
|
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Special Qualities:
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Undead traits, partial
actions only
|
|
Saves:
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Fort +4, Ref +5, Will
+8
|
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Abilities:
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Str 25, Dex 12, Con --
,
|
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Int -- , Wis 10, Cha 1
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Feats:
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Toughness
|
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Clim./Terr.:
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Any land and underground
|
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Organization:
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Any
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CR:
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4
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Treasure:
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None
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Alignment:
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Always neutral evil
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Advancement:
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--
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Note:
The zombie troll's bone (which it throws) is the equivalent of a club.
Zombie
Displacer Beast
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Large Undead
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Hit Dice:
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12d12+3 (81 hp)
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Initiative:
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+1
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Speed:
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40 ft.
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AC:
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15 (-1 Size, +1 Dex, +5
natural)
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(touch 10, flat-footed
14)
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Attacks:
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Slam +10 melee or tentacle
+10 melee or bite +10 melee
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Damage:
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Slam 1d8+7 or tentacle
1d6+7 or bite 1d8+7
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Face/Reach:
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5 ft. by 10 ft./5 ft.
(15 ft. with tentacle)
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Special Qualities:
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Undead, partial actions
only
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Saves:
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Fort +4, Ref +5, Will
+8
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Abilities:
|
Str 20, Dex 13, Con --
,
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|
Int -- , Wis 10, Cha 1
|
|
Feats:
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Toughness
|
|
Clim./Terr.:
|
Any land and underground
|
|
Organization:
|
Any
|
|
CR:
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4
|
|
Treasure:
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None
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Alignment:
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Always neutral evil
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Zombie
Ettin
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Large Undead
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Hit Dice:
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20d12+3 (133 hp)
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Initiative:
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-2
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Speed:
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40 ft.
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|
AC:
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17 (-1 Size, -2 Dex, +7
natural, +3 hide)
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(touch 7, flat-footed
17)
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Attacks:
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Slam +16 melee or greatclub
+16 melee
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Damage:
|
Slam 1d8+10 or greatclub
1d10+10
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Face/Reach:
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5 ft. by 5 ft./10 ft.
|
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Special Qualities:
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Undead traits, partial
actions only
|
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Saves:
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Fort +6, Ref +4, Will
+12
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Abilities:
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Str 25, Dex 6, Con --
,
|
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Int -- , Wis 10, Cha 1
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Feats:
|
Toughness
|
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Clim./Terr.:
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Any land and underground
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Organization:
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Any
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CR:
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6
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Treasure:
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None
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Alignment:
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Always neutral evil
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Advancement:
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--
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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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