Plus you can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. Travelers clothes and a hunting rifle with 10 bullets. The traveling characters will have to travel around the herd or wait for it to pass if they wish to continue forward. Healers are able physicians. Overwhelm Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Skill Proficiencies. 17. The creature has disadvantage on Wisdom checks and Wisdom saving throws. Slam. Slam. These creatures would be the same statistically as their living counterparts, but the zombies low intelligence, wisdom, and would be immune to poison would be. Medicine. Detect Thoughts 5e Guide: When, Why and How to Use It, Hand Crossbow 5e Guide For Everyone but Druids and Wizards. 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. Getting past the zombies and touching the handprint opened the puzzle-door & stopped the zombie incursion into the Material Plane. Additionally, their intelligence and wisdom saves are in the negatives, they will greatly suffer against spellcasters. Tool Proficiencies. Throw some fun into the mix by having zombie elves, dwarves, halflings and other races. ), and concentrate your primary food where you want it. Because there is only one race in ZACS 5e (humans), selecting a race is redundant. Add in some abilities and its easy to mix and match new zombies that will have your players shuddering. 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. Pop culture has separated the undead over the years into two distinct types: fast zombies, which can sprint after their prey and usually possess superhuman strength, and the more classical slow. Zombies are raised through necromancy in Dungeons and Dragons 5e and Pathfinder 2e, either as mindless minions or a plague-ridden hoard. 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 Strength (Athletics) and Charisma (Intimidation). Beholder zombies were powerful zombies created from the reanimated corpses of dead beholders with the use of necromantic magic. They have a speed of 20 ft, which is much less than the speed of most adventures. | OGN Articles They wont last as long as a zombie will in a straight fight, but they do have advantages. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. How to Create a Survivor Character Describe Your Character. Vicious. Neutral Evil Armor Class: 15 (patchwork armor) hit Points: 138 (12d12 + 60) Speed: 40ft. The creature is overcome with shaking. Hollow core doors have an AC of 12 and only 10 hp. Basic automobiles (those having two axles) do not require proficiency to operate. 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. Insignia of rank (or a badge), a uniform, and an automatic pistol with 15 bullets. These are the most common vehicles found in ZACS 5e. Big. Physical Training. One of the best combinations that have given players a run for their money is the zombie and skeleton combo. 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. Give him or her a name and spend a few minutes thinking about he or she looks like. For each zombie, roll a d6 to determine it's type on the Variant Chart. Beholder zombies were decrepit and decayed, rotting corpses that barely resembled their original form. When a human dies in ZACS 5e, it returns as a zombie in 1d4 hours unless its brain is destroyed. Past Adventurers in a Magic Pit. 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. Listed below are three common types of armor that you might find. Instead, all characters are human and they all fall under a single class: Survivor. There are two basic conditions for a . Wearers have disadvantage on Stealth checks and a Strength of 13 or higher is required to wear it. As such, it uses a number of optional rules from the Dungeon Masters Guide in order to drive home the horrific and challenging feel of the game. Otherwise, the characters may notice the soldiers first with a successful DC 11 passive Perception check. The ideal of the survivor has three classic expressions: Expert, Fighter, and Leader. Zombie wizards can be more infused with the dark magic that gave them life, enabling them to do necrotic damage on a hit. Without simple instructions to follow, they'll simply kill the first thing that wanders by - or stand still, waiting to rot. Zombie Medium undead, neutral evil Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft. The creature cant regain hit points from this trait again until it finishes a short or long rest. Undead Fortitude. Smooth Talker. Like Dungeons & Dragons Fifth Edition, ZACS 5e uses Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma as the main ability scores. 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. Zombie Abilities. Starting when you choose this survivor archetype at 1st level, you gain proficiency with martial weapons. Multiattack. If a vehicle does not have the proper fuel, it cannot function. Ability Score Increase. Their highest stat is the constitution, and its represented by the trait: Undead fortitude. You gain a +5 bonus to initiative and you cant be surprised while you are conscious. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Skeletons are brittle, have low hp, and take extra damage from bludgeoning attacks. 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). Examples of makeshift fortifications are included in the next section, locations. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. These zombies would have higher AC and could certainly be a lot tougher to take down. Once you use this feature, you cant do so again until you complete a short or long rest. Hit: 10 (2d8 + 1) piercing damage. Ability Score Increase. 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. A set of common clothes. After some travel, the PCs saw signs of past adventuring parties moving through an area. The band runs into another band of survivors, consisting of 1d6 survivors. The table below shows how much meat an inexperienced butcher may be able to harvest from a creature, especially after a battle may have ruined some of the meat (i.e. When they would contract a stack of necroplague, roll a d20. Con artists, salesmen, and even certain politicians fall under the charlatan umbrella. To reach a foe below it, a zombie might step out of an open window. Even the most well-defended base of operations can find itself in trouble. Knife. A set of common clothes and a book. 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. Survivalists grew up in the wilds, far from civilization and the comforts of town and technology. For this though, use a tool like Kobold Fight Club to determine the right number for your group. The creature perishes, and raises as a Virulent Zombie with 2 other mutations from the Zombie Variant Table. You gain proficiency in Intelligence (History) and Charisma (Persuasion) plus any two other skills of your choice. 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. Windows have an AC of 13 regardless of size. Tool Proficiencies. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. 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. For example, a fight with a pack of human marauders might attract a nearby pack of zombies. : Add . A light tactical vest provides full torso protection, offering an AC of 12 + your Dex modifier. Hit: 11 (2d8 + 2) piercing damage. Your Wisdom score increases by 1. Wild Animals. Survivors. | 13th Age SRD In addition to the Players Handbook tools normally offered to characters, there are also toolsets for modern jobs such as auto mechanics, electricians, and plumbers tools. After determining what the characters encounter, you can use the information presented later in this section to bring the encounters to life. Expansion: Core Set 2020. Empathy. Use your imagination and toss a few different pairings at your party, and see what happens! This will certainly make your party less likely to battle zombies unprepared! Your Intelligence score increases by 2. Survivor Class. Charlatans have a way with people. Ability Score Increase. | Monad Echo SRD Light crossbows exist in ZACS 5e, however, they are considered martial ranged weapons instead of simple weapons. Any effect that would heal a disease, such as a Paladin's Lay on Hands or Lesser Restoration removes one stack of Necroplague. Weapon Proficiencies. 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. 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. -Paid Sponsor-THE BIG BAD BOOKLET: Go to https://www.patreon.com/thedeckofmany or Bigbadbooklet.com- my links-https://www.twitch.tv/zeebashewhttps://twitter.. To do so, the zombie must see the attacker and be wielding a melee weapon. Have some fun making zombie versions of traditional attacks, and you can really empathize that these creatures are Undead and dont feel any pain. Hit: 4 (1d6 + 1) piercing damage, and the creature must make a DC 13 Constitution saving throw or contract zombie rot. The more I kept . On success, they dont die but drop to zero hp instead. Your Strength or Constitution score (your choice) increases by 1. Observant. Dodge. Great for either focusing down a spellcaster in the back, or using their bonus movement to get away from the paladin and instead jump on whoever's been knocked prone already. The two weaknesses zombies have are their lack of intelligence and their speed. Hit: 8 (2d6 + 1) piercing damage. Skill Proficiencies. Undead Fortitude. You are proficient with improvised weapons and your unarmed strike uses a d4 for damage. A decent wizard will be able to use any spell he wants without too much regard for saving throw successes on the enemys part. With only 22 hit points, a well-placed Fireball spell rolling below . It can still use its signature eye lasers. Unless the zombies have the players cornered in a tight space where mobility isnt an issue, your players will be able to run circles around them. Writing prompt/ideas for characters. Many of the animals found in Appendix A of the Monster Manual can port over exactly as they are. Expertise. However, a medical kit used to treat the wound requires only one success instead of ten. Zombie Herd. (0 votes) Back to Main Page 5e Homebrew 5e Creatures. 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. Roll a d20 and consult the Caches table to determine what the characters find. Choose your characters alignment and ideals. Reference. On a success, the zombie drops to 1 hit point instead. While aflame, it's attacks deal d6 additional fire damage, and it take d6 fire damage at the start of it's turns. Starting at 7th level, you have advantage on initiative rolls. You gain proficiency in Intelligence (Investigation) and Wisdom (Medicine). 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