| ACK-SRD Equipment. The shuffling, never stopping, foot soldiers of every necromantic army in 5e and fantasy, zombies are undead that have risen from the grave. Undead Fortitude. Any character on guard is warned of the attack with a successful DC 10 Wisdom (Perception) check. Your Charisma score increases by 1. Instead, items and equipment are traded, with food being the common gold standard.. The creature can make a DC 14 Dexterity (Stealth) check. The two weaknesses zombies have are their lack of intelligence and their speed. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target. You gain proficiency in one of the following: vehicles (air), vehicles (land), or vehicles (sea). | d20PFSRD Fast + Ichor makes for some speedy zombie-bombs. These monsters are often used as early-level villains, raised by necromancers as minions or rising from some other magical phenomena. | Everyday Heroes SRD They were invited to a stork-man (eblis) village. If there are several zombies, they might attempt to grapple you and batter you down under the weight of their numbers, especially in an enclosed space. Make a Wisdom (Insight) check contested by the targets Charisma (Deception) check. Maybe these variants even depend on how the zombies died in life. Scales for: Number of Players, Player Level. Roll another d20 and check the Encounters table for the terrain appropriate to where the characters and their base are. It made for a creepy fun little puzzle. If you or your companions are fighting the creature, your check automatically fails. When you use a medicine kit to stabilize a dying creature, that creature also regains 1 hit point. Steel bars have an AC of 19 and 30 hp. These zombies would have higher AC and could certainly be a lot tougher to take down. Urchins are destitute and poor. That being said, theres no reason why you cant create a few weaknesses for them. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. ), and concentrate your primary food where you want it. At 10th level, your Armor Class increases by 1. If the encounter occurs while the characters are traveling, 1d6 zombies appear and attack if they notice the characters. On a successful check, the door or windows AC becomes 15, unless it is already higher, and it gains 5 hp. You gain proficiency in Wisdom (Insight) and Intelligence (Religion). Helpful. When you are prone, standing up uses only 5 feet of your movement. However, some of the actions work differently when taken against a zombie herd. Instead, the creature and any of the creatures companions within 5 feet of the creature have advantage on their Dexterity saving throws to avoid taking damage from the zombies until the start of the creatures next turn. All characters in ZACS 5e take the survivor class. Types: Land. DEFENSE. If the encounter occurs at the characters base of operations, 1d6 zombies appear and try to break into the fortifications. Equipment. On a success, the zombie drops to 1 hit point instead. Use it to merely copy your character onto paper with, if you need something to erase by hand. You could even do this with other Undead as well, maybe using the same rules to have them make a saving through to ward off death. A creature cant gain temporary hit points from this feature again until it has finished a short or long rest. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. 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. Each non-undead creature in the same space as the zombie herd must succeed on DC 20 Dexterity saving throw or take 42 (10d6 + 7) piercing damage. 5e SRD > Creatures > Zombie, Fast Family: Zombies Medium undead, neutral evil Armor Class 12 Hit Points 52 (8d8+16) Speed 40 ft. Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft, passive Perception 10 -Paid Sponsor-THE BIG BAD BOOKLET: Go to https://www.patreon.com/thedeckofmany or Bigbadbooklet.com- my links-https://www.twitch.tv/zeebashewhttps://twitter.. Bandits wear leather jackets and carry pistols and machetes. For all intents and purposes, treat machetes and other large slashing weapons as scimitars. Choose your characters alignment and ideals. : Add . As a survivor, you have the following features. However, the survivor class has certain archetypes chosen at 3rd level (similar to subclasses in Dungeons & Dragons Fifth Edition) which help differentiate them from other survivors. Zombies dont just have to be human. This item requires all of the following other items. You can also end your rage on your turn as a bonus action. The creature has disadvantage on Charisma checks and vulnerability to all damage. Errata: 12/9/2018 - I changed the way they attack. Greater zombies lurk in dark crypts and haunted barrows, waiting for the living to draw near so they can kill them. Knife. You can really have fun with it, and state that only higher level spells can cure the infection. Describe Your Character. All three are detailed at the end of the class description. Equipment. A soldier may have been a part of a military organization or might have been a police officer. Both are (usually) former humanoids, raised from death through necromancy to act as minions without free will or personality. | Basic Fantasy SRD. Burst Fire. Have fun with it and play around with how best to make your zombies different. On success, they dont die but drop to zero hp instead. Healers are able physicians. You gain proficiency in Charisma (Deception) and Dexterity (Stealth). The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. On a failure, it contracts Necroplague (see section to the right). Stacks are not removed upon death. They are almost mindless, but can follow simple orders. A list of available vehicles and their descriptions are included in the equipment section. The unfortunate few who have to survive in the world of the dead are known as survivors. The armor offers an AC of 14 + your Dex modifier (max 2) and weighs 16 lbs. Your choice grants you features at 1st level and again at 3rd and 7th level. To reach a foe below it, a zombie might step out of an open window. They can be statistically the same as the normal human zombies, but a little cosmetic change is always cool. Tactical Vest, Light. Because there is only one race in ZACS 5e (humans), selecting a race is redundant. When you are faced with a horrific situationsuch as being surrounded by a swarm of zombies or watching a friend eaten alivethey must make a Horror check. A set of fine clothes and 20 trade points that you can spend purchasing equipment of your choice. Observant. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. To address this, I wanted to tap into the things that I find scary about Zombies-- being overwhelmed by a horde (getting grappled, pulled prone, and eaten), & the danger of a festering bite (a long-form disease mechanic that stays meaningful in a world of clerics). 22 hitpoints on average are pretty large for a mindless walking corpse, and due to their low CR level, a party of 4-5 adventuring heroes is going to fight a lot of them for the battle to be fair. The soldier targets a point that it can see within 80 feet of it. Yes they can dash. Big. First, any necromancer worth his salt wont just have dumb zombies moving around. 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. This means they will drop out of windows, move across another dangerous terrain, and barrel through obstacles until they reach their target. Just increase their HP/ST/CON their to hit bonus and damage. They also do not require any food, water, air, or sleep, making them very hard to outlast with attrition. Description On 10+, they do not gain that stack. Traveller SRD Breaking open either of these doors, even when locked, only requires a DC 13 Strength check. Hollow core doors have an AC of 12 and only 10 hp. Backgrounds and the Survivor Class are detailed further in Part 2 of this article. ZACS 5e is a survival horror game set in a zombie apocalypse. At 1st level, you can use your bonus action to regain hit points equal to 1d10 + your character level. Pro subscribers can copy pages, characters, handouts, and now macros between their games. Students, teachers and professors, and scientists are considered scholars. Roll a d6 on the Variant Table once for each zombie to determine what variant they are. Skills. Zombies do not require air, food, drink, or sleep. | 2d20SRD Sheet creator documentation is available. Naturally, many of the medieval weapons in the Players Handbook wont be readily available in the modern setting. 3-4. There are a few things the zombie 5e is not. The wound that inflicted the disease refuses to completely heal. Like Dungeons & Dragons Fifth Edition, ZACS 5e uses Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma as the main ability scores. Hit: 10 (2d8 + 1) piercing damage. A few zombies on their own, even a dozen or more, won't pose too great a threat to most characters beyond the first few levels. 1-2. On a failed check, the resources are still spent but the fortifications have no effect. 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. Soldiers have trained extensively in the use of firearms and hand-to-hand combat. Zombie rabbits (and other cute animals) will cause people to leave the countryside and increase the population of cities. Soldiers are armed with automatic rifles. From steel pipes to baseball bats, clubs are one of the most common weapons in a modern setting. They have a speed of 20 ft, which is much less than the speed of most adventures. Hide. Each creature can gain temporary hit points equal to your level + your Charisma modifier (minimum of 1). Your Intelligence score increases by 2. 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). There is a 25% chance that one is injured or bitten. All ya need. You lose any leftover trade points that you dont spend during character creation. If this encounter occurs at the base of operations, 3d4 bandits lead by a bandit leader try to sneak into the characters camp and murder them. You gain proficiency in Wisdom saving throws. This action uses 10 pieces of its automatic rifles ammunition. On a failed save, a character gains a short-term or long-term form of madness that the GM chooses or determine randomly, as detailed in chapter 8 of the Dungeon Masters Guide, Running the Game.. Zombies in 5e are medium undead monsters, and they shuffle forward towards the party with little. The value of items depends on the one doing the trading. Multiattack. Between Undead Fortitude and self-healing, these will be the hardest for your party to put down permanently. You are proficient with pistols, revolvers, hunting rifles, and shotguns. Zombie CR 1/2. Variants. Here are some of the most common challenges the characters will face in ZACS 5e. Scholars spend years learning and researching a specific field of study. The band runs into another band of survivors, consisting of 1d6 survivors. Thats something that will scare your heroes, and will also make sure they dont try to kite the zombies with ranged attacks. 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. Getting past the zombies and touching the handprint opened the puzzle-door & stopped the zombie incursion into the Material Plane. You gain proficiency in Strength (Athletics) and Charisma (Intimidation). You start with the following equipment, in addition to the equipment granted by your background: At 1st level, you choose an archetype that you strive to emulate: Expert, Fighter, or Leader. Ranged Weapon Attack: +4 to hit, range 80/240 ft., one target. But of course, having monsters scream and shuffle towards your party gets old after a while, so how do you make zombies fresh in the minds of your characters and the players who play them? Actions Slam. Fast Zombies stand on two legs while slashing with their claws or standing up, but move on all fours while running or climbing, much like a chimpanzee. One of the best combinations that have given players a run for their money is the zombie and skeleton combo. When they would contract a stack of necroplague, roll a d20. The creatures flesh decays. Perhaps they have a one time use of a spell or other magical ability. Zombie Medium undead, neutral evil Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft. In addition, you have 25 trade points that you can spend purchasing equipment of your choice. The plague zombie makes one bite attack and one slam attack. At 1st level, you are adept at giving well-timed assistance. For each zombie, roll a d6 to determine it's type on the Variant Chart. 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