

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. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.

The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. However, the magic that creates these vile creatures often takes time to run its course. Zombies appear as they did in life, showing the wounds that killed them. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.Ī zombie retains no vestiges of its former self, its mind devoid of thought and imagination.

Some zombies rise spontaneously when dark magic saturates an area. Necromantic magic, usually from spells, animates a zombie. Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay. 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. The zombie advances, driven to kill anyone too slow to escape its grasp.ĭark Servants. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. If the target is a Huge or larger non magical object or creation of magical force, this ray disintegrates a 10-foot cube of it.įrom somewhere in the darkness, a gurgling moan is heard. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Languages understands Deepspeech and Undercommon but can't speakīite. Senses darkvision 60 ft., passive Perception 9 Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Languages understands Common and Giant but can't speak On a success, the zombie drops to 1 hit point instead. 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. Languages understands the languages it knew in life but can't speak Senses darkvision 60 ft., passive Perception 8
