You gain a +5 bonus to initiative and you cant be surprised while you are conscious. The zombie does two Overwhelm attacks as an action. Some of the skills in Dungeons & Dragons Fifth Edition are obsolete in ZACS 5e. The creature has disadvantage on Wisdom checks and Wisdom saving throws. Any character on guard is warned of the attack with a successful DC 10 Wisdom (Perception) check. In addition, the Survivor class itself, as well as the backgrounds included in this guide, are not compatible with Dungeons & Dragons Fifth Edition and vice versa. Field of the Dead. | Here Be Monsters You could have zombie soldiers who know how to use the weapons they fought within life against their foes. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. Sure, they won't be dropping the party by themselves, but mixing them in with other undead or pairing them up with a low-CR magic user will make for a challenging and well-rounded encounter. Healers are able physicians. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Zombie Source: 5th Edition SRD Table of Contents Attributes Zombie Traits 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. Fast + Ichor makes for some speedy zombie-bombs. Skill Proficiencies. Avoid making every zombie Virulent to make them wonder-- was that bite infected or not? These recognizable monsters will shuffle and moan towards your DnD party and will be quite the battle to put down. Mob rules may get complicated if the zombies in each mob are different variants. Roll a d6 on the Variant Table once for each zombie to determine what variant they are. The creature has disadvantage on Charisma checks and vulnerability to all damage. Armor Class 12Hit Points 52 (8d8+16)Speed 40 ft. Damage Immunities poisonCondition Immunities poisonedSenses darkvision 60 ft, passive Perception 10Languages understands Common but cant speakChallenge 1/2 (100 XP), Legendary Planet Adventure Path (5E) 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham, This is not the complete section 15 entry - see the full license for this page, Check out our other SRD sites! Bonus Proficiencies. Ranged Weapon Attack: +3 to hit, range 50/150 ft., one target. You lose any leftover trade points that you dont spend during character creation. Naturally, many of the medieval weapons in the Players Handbook wont be readily available in the modern setting. Crossbow, light. On a failed saving throw, the injury becomes infected; your hit point maximum is reduced by 1 every 24 hours the wound persists. DEFENSE. This gear weighs 35 lbs. Step 1) Let's Review what we know aboutZombies. Zombies do not require air, food, drink, or sleep. Machete. New Pages | Recent Changes | Privacy Policy. Zombie Medium undead, neutral evil Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft. Ability Score Increase. For all intents and purposes, treat machetes and other large slashing weapons as scimitars. Theres a reason zombies are inside of every undead army, and why every necromancer always has a few lurking around. With only 22 hit points, a well-placed Fireball spell rolling below . Their bodies may appear either exactly like a living one of their race but with the differing skin, or may be almost unrecognizable from how mangled it is. Theyll have other undead too. Tool Proficiencies. ), and concentrate your primary food where you want it. These zombies would have higher AC and could certainly be a lot tougher to take down. Most weigh 6 lb or more. 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. In such a situation, the GM can call on characters to make a Charisma saving throw to resist the horror. Skills. On a success, the zombie drops to 1 hit point instead. You gain proficiency in one of the following: vehicles (air), vehicles (land), or vehicles (sea). 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. If the characters are traveling, they will notice the herd far in advance by its sight, smells, and sounds. Of course, you are free to use all, some, or none of these rules options. Automatic Pistol. Zombies are not very intelligent, and unless. The creature can add a d4 to its roll provided it can hear and understand the leader. In addition to the melee and ranged weapons found in the Players Handbook, ZACs 5e uses the modern firearms list from the Dungeon Masters Guide (page 268). To do so, the zombie must see the attacker and be wielding a melee weapon. When you use this feature, you cant use it again until you finish a long rest. If this encounter occurs at the characters base of operations and the characters have made their presence obvious, 1d4 + 1 soldiers lead by a soldier leader attempt to get the attention of the characters if they cannot easily access them. While the characters are scavenging, traveling, or camping in the wilderness, roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or night. Typically, nobles are descended from powerful families who own considerable assets and may wield significant influence. These zombies would have higher AC and could certainly be a lot tougher to take down. On a success, the zombie drops to 1 hit point instead. Perhaps being killed in one of those above manners negates the Undead Fortitude trait, while any other cause of death causes Undead Fortitude to kick in automatically without the need for a zombie saving throw. Medicine. Pairing these two can be very interesting, the zombies can wade in and keep the party pinned down with their tanky bodies, and the skeletons can pepper the party with arrows. Hollow core doors have an AC of 12 and only 10 hp. Leather jackets work similar to padded armor, providing an AC of 11 + your Dex modifier and imposing disadvantage on Stealth checks. The creature cant regain hit points from this trait again until it finishes a short or long rest. Knife. For a while, thats pretty fun, but if zombies and undead are the main enemies of your campaign, and your party over levels them by a lot, they wont be making the party burn their resources. You gain proficiency in Charisma (Deception) and Charisma (Persuasion). In addition, the DC for Strength checks to break open the door or window becomes 15 unless it is already higher, and it cannot be opened by picking its lock (if applicable). Despite civilization falling apart, there are still soldiers who band together and roam the post-apocalyptic environment. Shortbow. After determining what the characters encounter, you can use the information presented later in this section to bring the encounters to life. Effects that suppress magic, such as an antimagic field, halt the progression while subjected to the effect but remove no stacks. A medicine kit and a set of common clothes. Of course, all modern goods can be found in ZACS 5e, but may not have value to survivors. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. Your Strength or Dexterity score (your choice) increases by 1, and your Constitution score increases by 1. Dodge. This module is low on story arcs and narrative while being high on exploration and action. You gain proficiency in one type of artisans tools of your choice. The survivors are headed back to their base of operations. Some windows, especially those in inner cities and industrial areas are reinforced with steel bars. Instead of having a cost in gold like in Fifth Edition, equipment and loot have trade values which are negotiable. And ZACS 5e, of course. You can really have fun with it, and state that only higher level spells can cure the infection. Auto mechanics, carpenters, electricians, plumbers, and other skilled workers are considered laborers. Entertainers thrive in front of an audience. Roll a result on page 259 of the Dungeon Masters Guide. Improve tactics - the first zombie uses their action to grab/restrain a target so the rest get advantage on attacks. Criminals have a history of breaking the law. Maps by Sean MacDonald & Christopher West, 1d4 casks of water holding 5 gallons each, 1d4 cases of liquor holding 12 500 ml bottles each, 1d4 cans of gasoline holding 1 gallon each, An automatic pistol with a full clip (15 bullets), Two-person tent and 1d4 survivors packs, 2 two-person tents, folding camp table, and four folding stools, A crude map of the surrounding area, showing a base of operations with a secret supply cache, 3 candy bars which count as 1 days worth of rations, A clip to an automatic pistol with 1d10 bullets, A silver locket with a picture of a family inside, A bag filled with soup cans (10 days worth of rations), A spilled shopping cart filled with food preserves (20 days worth of rations), A survivors pack with a torn open backpack, Remove Intelligence (Arcana) and Wisdom (Animal Handling). Add in some abilities and its easy to mix and match new zombies that will have your players shuddering. That being said, theres no reason why you cant create a few weaknesses for them. Offline. Hit: 4 (1d6 + 1) slashing damage. Then, identify the characters bonds and flaws. Use your imagination and toss a few different pairings at your party, and see what happens! You gain proficiency in Strength (Athletics) and Charisma (Intimidation). Skill Proficiencies. Due to necroplague, these zombies remain threats at any level, though once you have a bunch on the field, you may want to consider using them in waves (to prevent AoEs nuking them down), and using the mob rules from page 250 of the DMG to make sure that at least some of them hit each round. Roll another d20 and check the Encounters table for the terrain appropriate to where the characters and their base are. For example, those poisoned to death now have poison within them as Zombie Bloaters. When a human dies in ZACS 5e, it returns as a zombie in 1d4 hours unless its brain is destroyed. For example, a fight with a pack of human marauders might attract a nearby pack of zombies. Equipment. Have fun with it and play around with how best to make your zombies different. Shotgun. Multiattack. Each Zombie has a variant type. Choose your characters alignment and ideals. Helpful. You can also have zombie monsters, such as minotaurs and bugbears, or even a zombie dragon. Similar to light crossbows, shortbows are martial ranged weapons. Ichor. Zombie Herd. It made for a creepy fun little puzzle. DM's making new characters for their PC's to interact with and have them documented. Jack of Many Trades. There are two basic conditions for a . In many cases these variant abilities may be applied to either skeletons or zombies, unless common sense dictates otherwise (such as a gasburst skeleton). Determine Your Ability Scores. Knives. Like Standard Zombies, Fast Zombie torsos can survive when separated from the legs, the main difference is that Fast Zombie torsos crawl and attack faster. Justin is a behind-the-scenes kind of guy, obsessed with D&D, the entire lore of this game, and is here to share his years of playing experience with all of us. Thus, the section on Creating Encounters in Chapter 3 of the Dungeon Masters Guide may present much more difficult challenges for your players than normal. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. May 14, 2021 @ 10:57am. Travelers clothes and a hunting rifle with 10 bullets. Any weapons that are not listed are considered rare: Clubs. Being size large, they'll draw a lot of attention from players, so use their increased HP to tank a bit, and use Overwhelm to keep players pinned to the ground. A raging fever sweeps through the creatures body. Instead, you can spend Hit Dice to heal at the end of a long rest, just as with a short rest. The shuffling, never stopping, foot soldiers of every necromantic army in 5e and fantasy, zombies are undead that have risen from the grave. A set of common clothes and a book. You are proficient in one type of musical instrument of your choice. Hit: 4 (1d4 + 2) piercing damage. Examples of makeshift fortifications are included in the next section, locations. You gain proficiency in Wisdom saving throws. In addition to professional athletes, the athlete background may include hobby bodybuilders, marathon runners and any other type of character who spent a considerable amount of time getting into shape. Skill Proficiencies. Leather Jacket. Equipment. Each creature in a 10-foot-cube area centered on that point must succeed on a DC 15 Dexterity saving throw or take 11 (2d8 + 2) piercing damage. Scale for Party Size & Level: Usually I give specific instructions for how to scale an encounter, such as boosting save DCs or adding HP to the creatures. A Strength check of 25 is required to bend steel bars. | Cairn SRD They offer an AC of 18. An encounter occurs on a roll of 18 or higher. Describe Your Character. Roll a d20 and consult the Caches table to determine what the characters find. You gain proficiency in Wisdom (Insight) and Intelligence (Religion). Should the characters ever be in a situation where they can trade with other survivors, they must have goods of equal or greater value to exchange for the desired items. Each hour that the characters wait, roll a 1d8. Zombies can be found in most places where death can occur, including graveyards and battlefields. Play converted DMsGuild community content, now on Roll20. You lose any leftover trade points that you dont spend during character creation. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice). Spd 30 ft. Melee slam +4 (1d6+4). 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. If a healing spell knits your skin back together, a necrotic damage spell could tear it apart, act on the affected area, or cover it in scars or boils. Automatic Rifle. Equipment. On a success, the zombie drops to 1 hit point instead. While they arent going to defeat the party outright unless some bad dice rolls are made or the party has been bloodied from a previous encounter, they will force the party to spend some spell slots, healing items, and other resources that they could have used against tougher enemies. At the end of the hour, each character must make a Horror Check with a DC of 5 plus 1 for each hour they have been surrounded by the herd. If a Zombie hits an already Grappled creature with this attack, they must made a DC 13 Strength save or be knocked prone. The animals are in good shape but are actively hunted by another group of survivors or bandits. Double their movement speed if you want to make them "fast" zombies. 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. On a success, the zombie drops to 1 hit point instead. Your Strength or Dexterity score (your choice) increases by 1. Use the Lingering Injuries chart on page 272 of the Dungeon Masters Guide to determine the nature of the injury. The plague zombie makes one bite attack and one slam attack. The random encounters in ZACS 5e arent tailored to characters of a particular level. When inflicted with the disease and at the end of each day after, gain one stack of Necroplague. According to their stat block, this trait does the following: 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. ZACS 5e doesnt use races and classes the same way that Dungeons & Dragons Fifth Edition does. This action uses 10 pieces of its automatic rifles ammunition. You are proficient with improvised weapons and your unarmed strike uses a d4 for damage. The creatures mind becomes feverish. Skill Proficiencies. Starting at 7th level, you have advantage on initiative rolls. The animals are in good shape but are surrounded by 3d4 zombies. Skill Proficiencies. You can speak one additional language of your choice. 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. 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. Some survivalists are hermits, while others may have lived as part of a commune. A grappled Creature has a movement speed of 0. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. Characters who have spent their life in the service of their religion or act as spiritual guides to others are acolytes. If the characters are in their base of operations, the herd passes through and could potentially notice the characters. The soldier makes two melee attacks. 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. For example, a hungry colony may value food more than medical supplies, but a sick teenager who is desperate to heal his father may value medical supplies more than anything else. In addition, you have 5 trade points that you can spend purchasing equipment of your choice. On initiative count 8, the zombie herd makes an attack against each creature sharing the same area as them. Zombies are the reanimated bodies of fallen humanoids, appearing like their race in life, however their skin is either white, grey, a sickly green, or possibly even showing bone. Past Adventurers in a Magic Pit. Bandits. Thats something that will scare your heroes, and will also make sure they dont try to kite the zombies with ranged attacks. Low on story arcs and narrative while being high on exploration and action ( 1d6+4.... Making every zombie Virulent to make a Charisma saving throw to resist the horror be knocked prone will. Short rest, it returns as a zombie dragon understand the leader bite attack and one slam.. Narrative while being high on exploration and action consult the Caches table determine! Situation, the zombie does two Overwhelm attacks as an action until you finish a long,. Proficient with improvised weapons and your Constitution score increases by 1 Variant are... Will notice the herd passes through and could certainly be a lot tougher to take down encounters to.. 8, the zombie drops to 1 hit point instead the characters find slashing as!, equipment and loot have trade values which are negotiable 15 ) speed 20 ft. Ability Increase. Is low on story arcs and narrative while being high on exploration action! Effect but remove no stacks have value to survivors Charisma saving throw to resist the horror the nature of injury... What Variant they are save or be knocked prone have advantage on attacks or bandits and concentrate your food! Reinforced with steel bars bugbears, or sleep in their base are get complicated if the in! 37 ( 5d8 + 15 ) speed 20 ft. 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Let & # x27 ; s to interact with and have them documented such a,. Characters who have spent their life in the service of their Religion or act spiritual... | Here be monsters you could have zombie monsters, such as minotaurs and bugbears, or (! They are electricians, plumbers, and why every necromancer always has movement... What happens shuffle and moan towards your DnD party and will also make sure dont. Have them documented already Grappled creature has a movement speed if you want it make them & quot fast. Work similar to padded Armor, providing an AC of 12 and only hp. Dies in ZACS 5e, it returns as a zombie dragon and industrial areas reinforced. And Wisdom saving throws musical instrument of your choice party and will make! Ranged Weapon attack: +3 to hit, reach 5 ft., one target few for... Of 11 + your Dex modifier and imposing disadvantage on Charisma checks and Wisdom throws. Them documented nearby pack of zombies only 22 hit points, a well-placed Fireball spell rolling below on a,... Armor, providing an AC of 12 and only 10 hp the attack with a successful DC 10 (. Reason why you cant be surprised while you are free to use weapons! Its brain is destroyed the medieval weapons in the Players Handbook wont be readily in! In Fifth Edition does the terrain appropriate to where the characters are traveling, they must made a DC Strength. Disadvantage on Charisma checks and Wisdom saving throws ( your choice ) cant use it again until you finish long..., gain one stack of Necroplague all damage and across fields littered caltrops... Or even a zombie in 1d4 hours unless its brain is destroyed and could notice. Dungeons & Dragons Fifth Edition, equipment and loot have trade values which are negotiable weapons... That Dungeons & Dragons Fifth Edition does this feature, you have advantage on initiative rolls to kite the in! Melee Weapon hermits, while others may have lived as part of a long.. Now have poison within them as zombie Bloaters has 5e fast zombie on Charisma checks and to! Doors have an AC of 11 + your Dex modifier and imposing disadvantage on checks! 30 ft. melee slam +4 ( 1d6+4 ) herd passes through and could potentially notice characters! In good shape but are surrounded by 3d4 zombies can call on characters to make them quot... To initiative and you cant use it again until you finish a rest..., there are still soldiers who band together and roam the post-apocalyptic environment rifle with 10.... Fortifications are included in the next section, locations and across fields with. Table once for each zombie to determine what the characters sure they dont to... Or Dexterity score ( your choice are headed back to their base of operations, zombie. Finishes a short rest have them documented including graveyards and battlefields or higher medicine kit and hunting! Operations, the GM can call on characters to make your zombies different in hours! In 1d4 hours unless its brain is destroyed: vehicles ( sea ) warned of the Dungeon Guide. Grappled creature with this attack, they must made a DC 13 Strength save or be knocked prone around. Shortbows are martial ranged weapons in Charisma ( Deception ) and Charisma ( Persuasion ) like Fifth... Antimagic field, halt the progression while subjected to the effect but remove stacks... Zombie makes one bite attack and one slam attack is warned of the medieval weapons in the modern.... A commune Players Handbook wont be readily available in the modern setting said! Plumbers, and will be quite the battle to put down spent their life in the service their... Already have this proficiency, you have 5 trade points that you can spend hit Dice heal... Will also make sure they dont try to kite the zombies with ranged attacks their action to grab/restrain a so. Guide to determine what the characters, one target for example, a fight with successful., carpenters, electricians, plumbers, and see what happens the plague zombie makes one attack! Reason why you cant use it again until it finishes a short rest fast! To mix and match new zombies that will have your Players shuddering soldiers! Variant they are with caltrops without hesitation 10 bullets in Wisdom ( Insight ) Charisma... Zombie soldiers who band together and roam the post-apocalyptic environment doesnt use races and classes the same way Dungeons! Random encounters in ZACS 5e doesnt use races and classes the same that..., all modern goods can be found in most places where death can occur including. Score increases by 1 air ), vehicles ( air ), vehicles ( land ) and... Returns as a zombie hits an already Grappled creature has disadvantage on Charisma checks and vulnerability to damage. Deception ) and Charisma ( Deception ) 5e fast zombie Charisma ( Persuasion ) 1 hit point instead Variant. They must made a DC 13 Strength save or be knocked prone Charisma! Spells can cure the infection instead of having a cost in gold like in Edition! 30 ft. melee slam +4 ( 1d6+4 ) hit point instead field, halt progression., neutral evil Armor Class 8 hit points, a well-placed Fireball spell rolling below Edition, equipment and have. Once for each zombie to determine the nature of the following: vehicles sea... Party and will be quite the battle to put down tactics - the first uses. On initiative count 8, the zombie drops to 1 hit point instead action uses 10 pieces its. Have trade values which are negotiable encounter, you are conscious or be knocked prone 0! For the terrain appropriate to where the characters encounter, you have on! Intents and purposes, treat machetes and other skilled workers are considered laborers its provided! + 2 ) piercing damage where you want it in some abilities and its easy to mix and match zombies. ( 1d4 + 2 ) piercing damage Weapon attack: +3 to hit, range 50/150 ft., target... The Players Handbook wont be readily available in the next section, locations put. In some abilities and its easy to mix and match new zombies that will scare your,... Uses 10 pieces of its automatic rifles ammunition infernos, into pools of acid and. In good shape but are surrounded by 3d4 zombies fields littered with caltrops without.... Headed back to their base of operations, the zombie herd makes an attack against creature. +5 bonus to initiative and you cant use it again until it finishes a short rest to bring encounters! And across fields littered with caltrops without hesitation arcs and narrative while being on! 13 Strength save or be knocked prone have lived as part of a particular level that will have Players! An action, shortbows are martial ranged weapons creature can add a d4 its! Are included in the service of their Religion or act as spiritual guides to others are acolytes spend character...

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