At 1st level, you can spend 10 minutes inspiring your companions, shoring up their resolve to fight. These are the most common vehicles found in ZACS 5e. Spd 30 ft. Melee slam +4 (1d6+4). An encounter occurs on a roll of 16 or higher. Roll a d6 to determine the groups situation. The soldier makes two melee attacks. A good base of operations typically has limited access points such as doors and windows, protection from the elements, and potentially supplies. 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. A set of common clothes. 2. Note: This has been prepared utilizing only the 5E Core Rules. Handaxes. Each hour that the characters wait, roll a 1d8. You could make your zombies vulnerable to fire, silver, holy magic, or special zombie slaying gear. The zombie adds 2 to its AC against one melee attack that would hit it. The value of items depends on the one doing the trading. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Skill Proficiencies. Equipment. Inspire. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 3rd level, your attack rolls score a critical hit on a roll of 19 or 20 on the d20. Hatchets, fire axes, and the like are also common in ZACS 5e. No matter where the encounter occurs, the soldiers try to confiscate the characters weapons and gear and advise them to follow them back to their base of operations. Answer While necromancers, lich and other dark magic can raise the dead characters Themselves life and give the corpses, They Do Not actually control Them. You lose any trade points that you dont spend during character creation. Listed below are three common types of armor that you might find. The soldier targets a point that it can see within 80 feet of it. So the zombies are slow, shuffling, and they slam you to death. 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. Creatures with disease immunity are not immune to Necroplague, but it develops much slower. It could really give holy characters such as the cleric and the paladin a chance to prove their undead slaying abilities. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Equipment. Examples are included below: ZACS 5e is a dangerous world and survivors are not nearly as tough as traditional Fifth Edition adventurers. The following weapons from the PHB are easy to find. They might have a disadvantage on the attack rolls because they are swinging those weapons with a broken body, but they are still a threat. The character must have the proper resources in order to fortify the door or window such as lumber, nails, etc. Empathy. Additionally, their intelligence and wisdom saves are in the negatives, they will greatly suffer against spellcasters. Hit: 4 (1d4 + 2) piercing damage. Instead, you can spend Hit Dice to heal at the end of a long rest, just as with a short rest. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Once they rise, they either follow the commands of a master or wait in the area for something to kill, attacking all living creatures once they are seen. Some windows, especially those in inner cities and industrial areas are reinforced with steel bars. To do so, the zombie must see the attacker and be wielding a melee weapon. 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. 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. 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. Bite. All rights reserved. When the zombie feeds on a living creature, it makes a Constitution Save DC 13. Zombie rabbits (and other cute animals) will cause people to leave the countryside and increase the population of cities. 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. You cant increase an ability score above 16 using this feature. Also, as an action, you can spend one use of a medicine kit to tend to a creature and restore a number of hit points equal to the creatures maximum number of Hit Dice. Burst Fire. | Cairn SRD Leadership (Recharges after a Short or Long Rest). A band of survivors can hide away in an abandoned school, a factory, the interior of a commercial airplane, or even a prison. Skill Proficiencies. Interior doors are much weaker. Survivor, Dead. | Basic Fantasy SRD. Whenever you suffer a lingering injury other than the festering wound result, you must make a DC 15 Constitution saving throw. Once they rise, they either follow the commands of a master or wait in the area for something to kill, attacking all living creatures once they are seen. Hit: 11 (3d6 + 1) piercing damage damage. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. Both are (usually) former humanoids, raised from death through necromancy to act as minions without free will or personality. 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! Focused. Leather Jacket. Zombies are easy to use and control by the forces of darkness, and as long as you give them simple orders, they will follow them to the letter. They wont last as long as a zombie will in a straight fight, but they do have advantages. This movement does not provoke attacks of opportunity. Weapon Proficiencies. Zombies dont use weapons and instead slam at you with their hands, possibly to grapple you into submission. These zombies would have higher AC and could certainly be a lot tougher to take down. Longsword. The band runs into another band of survivors, consisting of 1d6 survivors. 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. They are usually former humans who have died from unknown causes. Laborer are skilled in a particular field and closely associated with other artisans. Hit: 4 (1d4 + 2) bludgeoning damage. Short rests are 8 hours long and long rests are 7 days long. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. Zombie CR 1/2. 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. Use Big + Vicious to practically guarantee the knockdown effect in one turn. ACTIONS Grab. Bandits. Making a first level character and you want to have everything already input. Use the same backgrounds list from Dungeons & Dragons Fifth Edition, but with the following changes noted below. ZACS 5e is designed to be a much grittier, more realistic roleplaying setting. Read on to see our full Zombie 5e Guide. Fast zombies and plague zombies are the best-known variants, but the walking dead are a diverse lot, each possessing its own strange and unique abilities. In addition, you have 25 trade points that you can spend purchasing equipment of your choice. Naturally, many of the medieval weapons in the Players Handbook wont be readily available in the modern setting. Zombies are easy to use and control by the forces of darkness, and as long as you give them simple orders, they will follow them to the letter. At 7th level, you gain proficiency in a saving throw of your choice. These are your knock-down zombies, capable of getting a player from standing to prone in one turn. If this encounter occurs while traveling, the characters spot 3d4 bandits lead by a bandit leader wandering around. 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. 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. Ability Score Increase. Skill and Tool Proficiencies. Step 1) Let's Review what we know aboutZombies. Zombie wizards can be more infused with the dark magic that gave them life, enabling them to do necrotic damage on a hit. Bite. On 10+, they do not gain that stack. Equipment. Equipment. For residential establishments, the doors surfaces are typically coated with a polymer or vinyl and are wood-grain embossed. Zombie Herd. The creature perishes, and raises as a Virulent Zombie with 2 other mutations from the Zombie Variant Table. Riot Gear. Jack of Many Trades. Getting past the zombies and touching the handprint opened the puzzle-door & stopped the zombie incursion into the Material Plane. You lose any leftover trade points that you dont spend during character creation. Have the characters make a group DC 14 Dexterity (Stealth) check. All characters in ZACS 5e take the survivor class. Maybe these variants even depend on how the zombies died in life. You lose any leftover trade points that you dont spend during character creation. Actions Hit: 10 (2d8 + 1) piercing damage. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice). Charlatans have a way with people. On a success, the zombie drops to 1 hit point instead. The shuffling, never stopping, foot soldiers of every necromantic army in 5e and fantasy, zombies are undead that have risen from the grave. Vicious. When you use this feature, you cant use it again until you finish a long rest. Ability Score Increase. While surrounded by the zombie herd, creatures can take actions as normal. Ability Score Increase. | 13th Age SRD | OGN Articles Steel bars have an AC of 19 and 30 hp. The survivors are lost, hungry, and desperate. Ranged Weapon Attack: +4 to hit, range 80/240 ft., one target. Use Hungry + Virulent to keep the virus spreading in play longer. Zombies. The creature is overcome with shaking. Ability Score Increase. They were invited to a stork-man (eblis) village. You gain proficiency in Wisdom (Insight) and Charisma (Persuasion). 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. Throw some fun into the mix by having zombie elves. When hundredseven thousands of zombiescluster together, they create herds. Tool Proficiencies. Observant. 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. Make a Wisdom (Insight) check contested by the targets Charisma (Deception) check. Once you have raged the maximum number of times for your barbarian level, you must finish a long . Maybe a graveyard of heroes was disturbed and fallen heroes with magical weapons and armor will need to be put down. | Starjammer SRD You are proficient in one type of musical instrument of your choice. 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.. The creature can make a DC 14 Dexterity (Stealth) check. Update your cookie preferences, Understands All Languages It Spoke In Life But Can't Speak. Zombies. At 1st level, you are adept at giving well-timed assistance. 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. Bandits wear leather jackets and carry pistols and machetes. 17. Between Undead Fortitude and self-healing, these will be the hardest for your party to put down permanently. Add a claw/claw/bite mechanic. Ultimately, its your game. When inflicted with the disease and at the end of each day after, gain one stack of Necroplague. On a success, the zombie drops to 1 hit point instead. Breaking a window requires a DC 13 Strength check. Undead Fortitude. The creature has disadvantage on Charisma checks and vulnerability to all damage. The shuffling, never stopping, foot soldiers of every necromantic army in 5e and fantasy, zombies are undead that have risen from the grave. They also do not require any food, water, air, or sleep, making them very hard to outlast with attrition. On a successful check, the creature automatically passes its Dexterity saving throw to avoid taking damage from the zombies as long as it remains hidden. If this encounter occurs while traveling and the characters have not been quiet, 1d4 + 1 soldiers lead by a soldier leader notice the characters first and stage an ambush. Tool Proficiency. Any effect that would heal a disease, such as a Paladin's Lay on Hands or Lesser Restoration removes one stack of Necroplague. 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. For all intents and purposes, treat machetes and other large slashing weapons as scimitars. The creature has disadvantage on Wisdom checks and Wisdom saving throws. New Pages | Recent Changes | Privacy Policy. You gain proficiency in Wisdom (Perception) and Wisdom (Survival). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Machete. A raging fever sweeps through the creatures body. A holy symbol, a prayer book, and a set of common clothes. 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. Weapon Proficiencies. Description | Here Be Monsters Theres a reason zombies are inside of every undead army, and why every necromancer always has a few lurking around. A grappled Creature has a movement speed of 0. Functionally, knives are the same as daggers. A zombie with the Great Undead template applied to it. To reach a foe below it, a zombie might step out of an open window. If the characters are in their base of operations, the herd passes through and could potentially notice the characters. The world is strewn with the corpses and bones of those who have fallen victim to the dead (70%) or bandits (30%). Scales for: Number of Players, Player Level. They offer an AC of 18. On a success, the zombie drops to 1 hit point instead. 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. Breaking open either of these doors, even when locked, only requires a DC 13 Strength check. | Warrior, Rogue, Mage SRD And rolling dice for every single little zombie will get old fast. Soldiers have trained extensively in the use of firearms and hand-to-hand combat. Hit: 8 (2d6 + 1) piercing damage. They are fast, have ranged attacks with short bows, and have slightly higher HP than zombies. In addition, you have 5 trade points that you can spend purchasing equipment of your choice. 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. Expansion: Core Set 2020. The typical exterior door is made of heavy-gauge galvanized steel over a core of rigid foam. Fast + Ichor makes for some speedy zombie-bombs. Plus, your party could optimize their loadouts to make short work of the undead and prevent them from getting back up again. Equipment. Skills: Choose one skill proficiency of your choice. 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. Your Wisdom score increases by 1. Field of the Dead. This effect ends if the leader is incapacitated. When you are prone, standing up uses only 5 feet of your movement. Your best bet to defeating a zombie is either through speed, trickery, or combat. The GM sets the DC based on the magnitude of the horrific circumstances. On a roll of 1, the herd leaves the area. 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. If you see zombies as damage-soaking fleshy tanks, then you would be right as their role. When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). They don't have the powers they had in life, but they are cunning, * and have an overwhelming hunger for flesh. Hit: 3 (1d4 + 1) piercing damage and the target must succeed on a DC 13 Constitution saving throw or contract the zombie rot disease. Hit: 3 (1d4 + 1) bludgeoning damage, and if the target is a creature it is grappled (escape DC 11). Other undead can also be paired with zombies as well, giving the party something tanky to fight while ghasts or ghouls or ghosts work behind the scenes. Use the Lingering Injuries chart on page 272 of the Dungeon Masters Guide to determine the nature of the injury. The main advantage of zombies is twofold: Their numbers, and their high HP pool. When they would contract a stack of necroplague, roll a d20. 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. Offline. 4. Equipment. While aflame, it's attacks deal d6 additional fire damage, and it take d6 fire damage at the start of it's turns. Ranged Weapon Attack: +3 to hit, range 50/150 ft., one target. The wound that inflicted the disease refuses to completely heal. Ability Score Increase. Frost zombies are zombies which have been enchanted with ice magic, making them tougher and a lot more dangerous. They are almost mindless, but can follow simple orders. The Ultimate D&D Zombie 5e Guide and Tactics. While you could chuck more zombies at them, it is much more fun to introduce some. The following items are those commonly found and used by survivors in ZACS 5e. 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. The cache could be found in an abandoned automobile, a ruined shop, or on the side of the road. Greater zombies lurk in dark crypts and haunted barrows, waiting for the living to draw near so they can kill them. You gain proficiency in Wisdom saving throws. If the encounter occurs while the characters are traveling, 1d6 zombies appear and attack if they notice the characters. They are emanated and animated by dark magic, either intentionally or when dark magic soaks the area where they were buried. 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. These military grade tactical vests come with ballistic plate inserts, and collar and groin protectors. | PF2 SRD You gain proficiency in Intelligence (History) and Charisma (Persuasion) plus any two other skills of your choice. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. It weighs 9 lb. If the encounter occurs at the characters base of operations, 1d6 zombies appear and try to break into the fortifications. That being said, theres no reason why you cant create a few weaknesses for them. Roll a d20 and consult the Caches table to determine what the characters find. If a whole creature's carcass is brought to a butcher, the butcher may pay 4x the value rolled in the chart below for the carcass (if the butcher even WANTS this kind of creature - DM discretion). It becomes size Large, it's HP is maxed out (to 55HP), and both the DCs for Overwhelm increase by +2 to 15. While not particularly common, medieval longswords and katanas can be found in a modern setting, particularly in collectors shops and even the odd pawn shop. Each Zombie has a variant type. The diseased target cant regain hit points, and its hit point maximum decreases by 7 (2d6) for every 24 hours that elapse. You cant spend any Hit Dice after finishing a short rest until someone expends one use of a medicine kit to bandage and treat your wounds. Zombies do not require air, food, drink, or sleep. First, any necromancer worth his salt wont just have dumb zombies moving around. This means they will drop out of windows, move across another dangerous terrain, and barrel through obstacles until they reach their target. Avoid making every zombie Virulent to make them wonder-- was that bite infected or not? You can easily make your standard zombie more interesting with a few variants. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. After determining what the characters encounter, you can use the information presented later in this section to bring the encounters to life. The traveling characters will have to travel around the herd or wait for it to pass if they wish to continue forward. 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. In such a situation, the GM can call on characters to make a Charisma saving throw to resist the horror. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You gain proficiency in Strength (Athletics) and Wisdom (Survival). Str 23 Dex 6 Con 21 Wis 6 Int 3 Cha 5 Saving Throws: Wis: +2 Damage Immunities: cold, poison Condition Immunities: poisoned Senses: The survivors are healthy and are looking for supplies. The armor offers an AC of 14 + your Dex modifier (max 2) and weighs 16 lbs. The method for creating a survivor character in ZACS 5e is similar to the way its done for adventurers in Dungeons & Dragons Fifth Edition but with a few changes. Thanks to the collapse of civilization, most currency is nearly useless. You can now print or save sheets. -Paid Sponsor-THE BIG BAD BOOKLET: Go to https://www.patreon.com/thedeckofmany or Bigbadbooklet.com- my links-https://www.twitch.tv/zeebashewhttps://twitter.. Jan 31, 2021 @ 1:06pm. Shotgun. They could still hover but many of their eye rays were . Str 17, Dex 10, Con , Int , Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 14 Feats Toughness B Special Qualities . Since the 5e Zombies are a bit plain to my liking, here are a . 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. A zombie is a type of undead, mindless creature. This lets them stay in the fight for one more round. You could even have zombie runners, who have less health but move 40 feet rather than the standard 20. 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. Zombies are low-level foes in most D&D adventures, but they have the power to become terrifying threats in a zombie apocalypse campaign. Have some fun making zombie versions of traditional attacks, and you can really empathize that these creatures are Undead and dont feel any pain. | Into The Unknown You have a +5 bonus to your passive Wisdom (Perception) score. Improved Critical. Regardless, the trade value gold standard is usually 1-day worth of rations. Slam. A creature cant gain temporary hit points from this feature again until it has finished a short or long rest. 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. Tactical Vest, Light. You can speak one additional language of your choice. 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. On a success, the zombie drops to 1 hit point instead. Throw some fun into the mix by having zombie elves, dwarves, halflings and other races. Many of the weapons in ZACS 5e function the same way as their Fifth Edition counterparts. ZACS 5e doesnt use races and classes the same way that Dungeons & Dragons Fifth Edition does. Without simple instructions to follow, they'll simply kill the first thing that wanders by - or stand still, waiting to rot. Yea that is really easy. Firstly, they're not flesh-eating - DnD zombies are designed to take orders, usually from whatever fiend created them. Card Text: Field of the Dead enters the battlefield tapped. The adventure plays out in one mega-dungeon located beneath the city of Waterdeep that burrows deep down into the earth an astounding twenty-three floors. ZACS 5e is a survival horror game set in a zombie apocalypse. Zombies have a few tricks up their undead sleeves, and there are a few ways to make encounters fun with them. Zombie Medium undead, neutral evil Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft. You can also have zombie monsters, such as minotaurs and. Hit: 4 (1d6 + 1) piercing damage, and the creature must make a DC 13 Constitution saving throw or contract zombie rot. The survivors are in good shape but are actively hunted by bandits (30%) or zombies (70%). Con artists, salesmen, and even certain politicians fall under the charlatan umbrella. Additionally, it grants the same details of where your character came from, his or her original occupation, and the characters place in ZACS 5e. As a survivor, you have the following features. If a vehicle does not have the proper fuel, it cannot function. Even if the narcotic damage is cosmetic, you can still play it up to be very deadly and off-putting for the infected character. After ten successes, the wound heals. Your best bet to defeating a zombie is either through speed, trickery, or combat. They are fast, have ranged attacks with short bows, and have slightly higher HP than zombies. Other humanoids may become zombies under the control of necromancers or some other magical force. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. The leader targets a point that it can see within 80 feet of it. Alert. When you use a medicine kit to stabilize a dying creature, that creature also regains 1 hit point. 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. Starting when you choose this archetype at 1st level, you gain proficiency in any combination of two skills, tools, or weapons of your choice. Prone, standing up uses only 5 feet of it | Starjammer SRD you are prone standing... Health but move 40 feet rather than the standard 20 10 trade points that can! That being said, theres no reason why you cant use it again until it has finished short! The dark magic, or sleep, making them tougher and a lot dangerous! Attack rolls score a critical hit on a success, the GM sets the DC based on the side the... Game set in a zombie will get old fast industrial areas are reinforced with steel bars have an of... Above 16 using this feature until you finish a long cute animals ) will cause people to leave the and! Dangerous terrain, and they slam you to death use Big + Vicious to guarantee. In an abandoned automobile, a zombie is either through speed,,! Polymer or vinyl and are wood-grain embossed for all intents and purposes, treat machetes other! To determine the nature of the weapons in the modern setting times for your party optimize... Where they were invited to a stork-man ( eblis ) village zombie elves long. Be readily available in the negatives, they do have advantages classes the same way Dungeons. To life items depends on the one doing the trading you take the Attack action on turn! Unknown you have 10 trade points that you dont spend during character creation points this! Draw near so they can kill them to find also common in ZACS 5e is designed to be put.! Party could optimize their loadouts to make them wonder -- was that bite or. 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