Equipment. So the zombies are slow, shuffling, and they slam you to death. You lose any leftover trade points that you dont spend during character creation. . Like Dungeons & Dragons Fifth Edition, ZACS 5e uses Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma as the main ability scores. At 7th level, you can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. A set of common clothes. | GumshoeSRD You can easily make your standard zombie more interesting with a few variants. The creature can make a DC 14 Dexterity (Stealth) check. At 1st level, you can use your bonus action to regain hit points equal to 1d10 + your character level. You lose any leftover trade points that you dont spend during character creation. Zombie wizards can be more infused with the dark magic that gave them life, enabling them to do necrotic damage on a hit. For example, what good is a cell phone with no way to charge it and no infrastructure to support it? | ACK-SRD The plague zombie makes one bite attack and one slam attack. Criminals have a history of breaking the law. Hit: 8 (2d6 + 1) piercing damage. On a success, the zombie drops to 1 hit point instead. | Open Fantasy SRD Creatures with disease immunity are not immune to Necroplague, but it develops much slower. When you do so, choose up to six friendly creatures (which can include yourself) within 20 feet of you who can see or hear you and who can understand you. 17. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Furthermore, backgrounds act as both the race and origin for a character, offering up roleplaying notes and traits. Without simple instructions to follow, they'll simply kill the first thing that wanders by - or stand still, waiting to rot. The first symptoms of Necroplague are mild-- but as each day passes, the symptoms become worse. They can mend wounds quickly. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. 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. This action uses 10 pieces of its automatic rifles ammunition. Feed. Yea that is really easy. 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. In ZACS 5e, a background works as a characters origin story and grants particular background traits which act similar to the way racial traits do in Dungeons & Dragons Fifth Edition. At 3rd level, your attack rolls score a critical hit on a roll of 19 or 20 on the d20. They can be statistically the same as the normal human zombies, but a little cosmetic change is always cool. Answer: While most horror movies tell us to aim for the head when it comes to handling zombies, the 5e official statblock doesnt show any vulnerabilities or weaknesses for zombies. Whether your party is traipsing through a cemetery at night, assaulting the necromancers tower, or defending against an undead incursion, they will be dealing with zombies. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Undead Fortitude. Survivors. Survivalists grew up in the wilds, far from civilization and the comforts of town and technology. You can also have zombie monsters, such as minotaurs and. The creatures mind becomes feverish. If the herd notices the characters for any reason, they attack the base of operations fortifications. 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. 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. Once you have killed the Zombie, it is once again a corpse and can be animated, or even resurrected. You can also have zombie monsters, such as minotaurs and bugbears, or even a zombie dragon. 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. Maybe a graveyard of heroes was disturbed and fallen heroes with magical weapons and armor will need to be put down. They attack in swarms because of a class of 8 armor and an average hp pool of 22, they wont be too much of a threat individually to even the lowest level player. Urchins are destitute and poor. Actions Slam. Skill Proficiencies. A floating head with one big eye that's also a zombie Beholder Zombie details: It is a large monster with high health that can fly Despite it being dead and its immunity to poison, it has a surprisingly strong Wisdom save Can rise up again and again if not struck with a critical hit Make a Wisdom (Insight) check contested by the targets Charisma (Deception) check. 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. On a roll of 1, the herd leaves the area. On a success, the zombie drops to 1 hit point instead. Multiattack. Naturally, many of the medieval weapons in the Players Handbook wont be readily available in the modern setting. On a roll of 1, the herd leaves the area. A medicine kit and a set of common clothes. Use the same backgrounds list from Dungeons & Dragons Fifth Edition, but with the following changes noted below. They are emanated and animated by dark magic, either intentionally or when dark magic soaks the area where they were buried. You could even have zombie runners, who have less health but move 40 feet rather than the standard 20. 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. You gain proficiency in Wisdom (Perception) and Wisdom (Survival). Bonus Proficiencies. Zombies in 5e are medium undead monsters, and they shuffle forward towards the party with little. Solid wood doors have an AC of 15 and 15 hp. Some survivalists are hermits, while others may have lived as part of a commune. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Ichor. Have some fun making zombie versions of traditional attacks, and you can really empathize that these creatures are Undead and dont feel any pain. One or more zombies stumble onto the survivors or vice versa. Skills. Have fun with it and play around with how best to make your zombies different. 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. Stacks are not removed upon death. You gain proficiency in one type of artisans tools of your choice. Most vehicles require fuel of some sort to operate. For 1 minute, the leader can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. 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. There are a few things the zombie 5e is not. Cache. Choose one of these skills. Hit: 4 (1d6 + 1) bludgeoning damage. They know how to entrance them, entertain them, and even inspire them. Skill Proficiencies. 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. 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. Description You lose any leftover trade points that you dont spend during character creation. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. All rights reserved. Skill Proficiencies. For example, if a wizard kills a zombie with a spell that does 10 damage, the zombie would need to make a DC 15 saving throw. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. Yes they can dash. : Add . So the zombies are slow, shuffling, and they slam you to death. If the encounter occurs at the characters base of operations, 1d6 zombies appear and try to break into the fortifications. Whether your party is traipsing through a cemetery at night, assaulting the necromancers tower, or defending against an undead incursion, they will be dealing with zombies. | Forge Engine SRD | Dungeon World SRD This gear weighs 35 lbs. PART 2 Survivor Characters ZACS 5e doesn't use races and classes the same way that Dungeons & Dragons Fifth Edition does. Equipment. 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. Expertise. Physical Training. Virulent Zombies: Your party won't know there's anything special about this zombie, so try not to draw attention to it until a creature is prone, then land your Feed to try to spread that Necroplague. The diseased target cant regain hit points, and its hit point maximum decreases by 7 (2d6) for every 24 hours that elapse. Ability Score Increase. The two weaknesses zombies have are their lack of intelligence and their speed. Zombies can be found in most places where death can occur, including graveyards and battlefields. Not to mention that the mob rules are meh at best. Zombie animals can be fun to fight as well, because sometimes it isnt just buried in a grave or a crypt. You gain proficiency in Dexterity (Acrobatics) and Charisma (Performance). When you use a medicine kit to stabilize a dying creature, that creature also regains 1 hit point. Con artists, salesmen, and even certain politicians fall under the charlatan umbrella. Make the following changes to the available skills: Many of the downtime activities covered in the Players Handbook are still available, although you will need to remove Practicing a Profession. In addition, the requirements for money are removed. The soldier targets a point that it can see within 80 feet of it. Because there is only one race in ZACS 5e (humans), selecting a race is redundant. If the group succeeds, the characters must wait it out or try to escape. Burst Fire. Breaking a window requires a DC 13 Strength check. Starting at 3rd level, if you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creatures Wisdom (Insight) check. After a creature contracts Necroplague, Symptoms set in after d4 hours. Crossbow, light. A set of common clothes. Starting at 7th level, you have advantage on initiative rolls. 4 Change Notes ( view ) Required items. 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. 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. Instead, many of the benefits provided by Fifth Edition races are combined with survivor backgrounds which act as both a characters origin and provides special traits. Ability Score Increase. Slam. Breaking open a steel door that has a deadbolt set requires a DC 19 Strength check. Equipment. Plus, your party could optimize their loadouts to make short work of the undead and prevent them from getting back up again. Unlike the despotic death tyrants, they were mindless servants and retained no memory of their living selves. The more I kept . 3. They are usually former humans who have died from unknown causes. Your Intelligence or Wisdom score (your choice) increases by 1. While all survivors strive towards the common goal of prolonging their existence, not all survivors use the same methods to do so. 2. Languages. They also help us understand how our site is being used. One of the best combinations that have given players a run for their money is the zombie and skeleton combo. Add in some abilities and its easy to mix and match new zombies that will have your players shuddering. The soldier makes two melee attacks. Your Intelligence score increases by 1 and your Wisdom score increases by 1. It can still use its signature eye lasers. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. If the base of operations has any window or door with an AC less than 18, the herd breaks through and floods the base of operations. From steel pipes to baseball bats, clubs are one of the most common weapons in a modern setting. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. These recognizable monsters will shuffle and moan towards your DnD party and will be quite the battle to put down. Any weapons that are not listed are considered rare: Clubs. Weapon Proficiencies. Skill Proficiencies. They wont last as long as a zombie will in a straight fight, but they do have advantages. They are almost mindless, but can follow simple orders. They know what makes them tick and can tease out their hearts desires after a few minutes of conversation. While zombies dont get any inherent advantages for working together, their hitpoint pools and the Undead Fortitude trait makes them pretty powerful. You can also end your rage on your turn as a bonus action. Improve tactics - the first zombie uses their action to grab/restrain a target so the rest get advantage on attacks. Use your imagination and toss a few different pairings at your party, and see what happens! If the door only uses a basic lock, it is a DC 15 Strength check to break it open and the check to pick the lock is DC 13. Read on to see our full Zombie 5e Guide. May 14, 2021 @ 10:57am. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. To reach a foe below it, a zombie might step out of an open window. Travelers clothes and a hunting rifle with 10 bullets. Of course, all modern goods can be found in ZACS 5e, but may not have value to survivors. Many of the animals found in Appendix A of the Monster Manual can port over exactly as they are. Determine Your Ability Scores. Any effect that would heal a disease, such as a Paladin's Lay on Hands or Lesser Restoration removes one stack of Necroplague. You can also let the players narrate their way through avoiding easy encounters, or you can increase the difficulty of easy encounters to keep them exciting. 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. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. In such a situation, the GM can call on characters to make a Charisma saving throw to resist the horror. The ideal of the survivor has three classic expressions: Expert, Fighter, and Leader. Backgrounds and the Survivor Class are detailed further in Part 2 of this article. A list of available vehicles and their descriptions are included in the equipment section. At 1st level, you can spend 10 minutes inspiring your companions, shoring up their resolve to fight. Attack. Short rests are 8 hours long and long rests are 7 days long. The animals are in good shape but are actively hunted by another group of survivors or bandits. Your Constitution score increases by 1. 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. Each hour that the characters wait, roll a 1d8. | Cepheus SRD They spend a lot of time among other criminals and may still have contacts within the criminal underworld. Play converted DMsGuild community content, now on Roll20. A crowbar, a set of dark common clothes including a hood, and an automatic pistol with 15 bullets. Additionally, it grants the same details of where your character came from, his or her original occupation, and the characters place in ZACS 5e. Use them. The GM sets the DC based on the magnitude of the horrific circumstances. Then, identify the characters bonds and flaws. Typically, a party of survivors (or band, if you will) makes their home in a location that is easy-to-defend from the living dead and other dangers. Many of the weapons in ZACS 5e function the same way as their Fifth Edition counterparts. Tactical Vest, Light. Categories: These are the most common vehicles found in ZACS 5e. While you could chuck more zombies at them, it is much more fun to introduce some new rules and abilities to make zombies fun! Have some fun making zombie versions of traditional attacks, and you can really empathize that these creatures are Undead and dont feel any pain. You can now print or save sheets. You lose any leftover trade points that you dont spend during character creation. The creature can take the Attack action against the zombie herd, rolling an attack roll (or multiple rolls if available) against the herds AC 8. Each hour that the characters wait, roll a 1d8. Necrotic damage is basically the opposite of radiant magic. Equipment. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice). Bite. This effect ends if the leader is incapacitated. Sometimes the magic used to raise the dead can mutate the diseases within the corpses raised. These zombies would have higher AC and could certainly be a lot tougher to take down. These monsters are often used as early-level villains, raised by necromancers as minions or rising from some other magical phenomena. The traveling characters will have to travel around the herd or wait for it to pass if they wish to continue forward. For most vehicles, one gallon of fuel will allow a vehicle to travel 20-30 miles. 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). Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 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). Zombies dont just have to be human. Still, theres nothing that says your zombies cant get a bite attack that deals necrotic damage or have other skills that can do the same thing.Its important if you go this route that your party shouldnt be able to heal the damage right away without powerful magic. Zombies. Defensive Abilities: A fast zombie does not gain DR 5/slashing. The zombies count as difficult terrain. 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.On a success, the zombie drops to 1 hit point instead. Most zombies are humans and they are clad in what they wore when they died, the wounds that killed them are still visible on their bloated and yellowed corpses. 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. Zombies dont use weapons and instead slam at you with their hands, possibly to grapple you into submission. Add a claw/claw/bite mechanic. They have a speed of 20 ft, which is much less than the speed of most adventures. Naturally, a lot of the equipment offered in the Players Handbook is irrelevant in ZACS 5e. Share. When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table from page 273 of the Dungeon Masters Guide. 5e SRD > Creatures > Zombie, Fast Family: Zombies Medium undead, neutral evil Armor Class 12 Hit Points 52 (8d8+16) Speed 40 ft. 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