6/7/24, 8:13 PM Zombie - Monsters - D&D Beyond
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Zombie
Condition Immunities Poisoned
Beyond 20 Senses Darkvision 60 ft., Passive Perception 8
Zombie Languages understands the languages it knew in life but can't speak
Medium Undead, Neutral Evil Challenge 1/4 (50 XP) Proficiency Bonus +2
Armor Class 8
UNDEAD FORTITUDE
Hit Points 22 (3d8 + 9)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a
Speed 20 ft. Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant
Roll Initiative! -2 or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
SLAM
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1 )
Saving Throws WIS +0 bludgeoning damage.
Damage Immunities Poison
Description
Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.
From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone
too slow to escape its grasp.
Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator’s bidding without fear or hesitation. They move with a jerky,
uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.
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