Monstrous Variants – More Zombies!

https://i2.wp.com/www.medievalarchives.com/wp-content/uploads/2012/10/Knights_VS_Zombies.jpg

“Captain, there’s far too many!”  “I think I am well aware of that!” 

Zombies, disposable minions of the undead.  Alone, these near mindless shambling corpses pose little threat.  But woe to those who get too close to a horde of them, for they risk being torn apart by a walking mob of death.  Zombies come in many stocks, destroying all that they encounter.  In some instances, a single living dead can spell disaster for anything it comes into direct contact with.  Such zombies are loaded with corruptive pathogens that create more walking dead when their victims fall.  Others are brought back through a mixture of divine rites and deadly neurotoxins, forced to work off the sins they committed in their past lives.  Others are the foul manifestations of negative energies, twisted and corrupted for likely malicious purpose.

No matter the origin, the zombie is a creature synonymous with absolute horror.  Its shambling remains exist to cause destruction and misery.  Only by slaying them can you hope to put their miserable souls to rest.  Sometimes that is not enough; consecration, utter annihilation, reburying the remains and burning everything are typical ways to rid the undead plague.  Sometimes, pushing the problem elsewhere is the only action that can be taken.

Author’s Notes:  Zombies, for when you run out of ideas and need a horror monster on the spot!  But in all seriousness, I love zombies in all sorts of games, even though they are typically the result of a creative dry spell.  That said, building zombies is always fun, so I wanted to make some monstrous variants as examples of you can make legions of living dead at the disposal of necromantic masters.  Also, be on the look out for the finale of my Gothic & Gaslamp theme!

 

 

 

Zombie Bear

http://vignette3.wikia.nocookie.net/reddeadredemption/images/3/37/Red-dead-zombie-bear-530w.jpg/revision/latest?cb=20120725140422

Large undead, neutral evil

Armor Class 10 (natural armor)

Hit Points 34 (4d10 + 12)

Speed 35ft., climb 25ft.

STR 19 (+4), DEX 9 (-1), CON 16 (+3), INT 2 (- 4), WIS 8 (-1), CHA 5 (-3)

Saving Throw.  Wisdom +1

Damage Immunity. Poison

Condition Immunity. Poisoned

Senses Darkvision 60 ft. passive Perception 9

Languages-

Challenge 1 (200 XP)

Keen Smell. The zombie bear has advantage on Wisdom (Perception) checks that rely on smell.

Undead Fortitude – If damage reduces the zombie to 0 HP, it must make a Constitution saving throw with a DC of 5 + Damage taken, unless it is radiant damage or a critical hit.  On a success, the zombie drops to 1 HP instead.

ACTIONS

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.  Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 11 (2d6 + 4) s lashing damage.

 

 

 

Zombie Dog

http://vignette2.wikia.nocookie.net/residentevil/images/9/95/CerberusRE2.jpg/revision/latest?cb=20080813065740

Medium undead, neutral evil

Armor Class 12

Hit Points 5 (ld8 + 1)

Speed 35 ft.

STR 13 (+1), DEX 14 (+2), CON 12 (+1), INT 3 (-4), WIS 10 (+0), CHA 5 (-3)

Skills. Perception +2

Saving Throw. Wisdom +2

Damage Immunity. Poison

Condition Immunity. Poisoned

Senses darkvision 60ft., passive Perception 12

Languages –

Challenge 1/8 (25 XP)

Keen Hearing and Smell. The zombie dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Undead Fortitude – If damage reduces the zombie to 0 HP, it must make a Constitution saving throw with a DC of 5 + Damage taken, unless it is radiant damage or a critical hit.  On a success, the zombie drops to 1 HP instead.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw o r be knocked prone.

 

 

 

Zombie Giant Rat

Small undead, neutral evil

Armor Class 12

Hit Points 7 (2d6)

Speed 25ft.

STR 7 (-2), DEX 15 (+2), CON 11 (+0), INT 2 (-4), WIS 8 (-1), CHA 5 (-3)

Saving Throw.  Wisdom +1

Damage Immunity. Poison

Condition Immunity. Poisoned

 

Senses darkvision 60ft., passive Perception 10

Languages-

Challenge 1/8 (25 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Undead Fortitude – If damage reduces the zombie to 0 HP, it must make a Constitution saving throw with a DC of 5 + Damage taken, unless it is radiant damage or a critical hit.  On a success, the zombie drops to 1 HP instead.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 4 (1d4 + 2) piercing damage.

 

 

 

Zombie Goblin

https://i0.wp.com/img05.deviantart.net/d975/i/2013/056/c/4/blink_the_undead_goblin_by_phlip627-d5w6sc6.jpg

Small undead (goblinoid), neutral evil

Armor Class 14 (leather armor, shield)

Hit Points 7 (2d6)

Speed 25ft.

STR 8 (- 1) DEX 12 (+1) , CON 10 (+0), INT 2 (-4), WIS 6 (- 2), CHA 5 (-3)

Saving Throws. +0

Damage Immunity. Poison

Condition Immunity. Poisoned

Skills Stealth +6

Senses darkvision 60 ft., passive Perception 8

Languages Understands but does not speak: Common, Goblin

Challenge 1/4 (50 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Undead Fortitude.  If damage reduces the zombie to 0 HP, it must make a Constitution saving throw with a DC of 5 + Damage taken, unless it is radiant damage or a critical hit.  On a success, the zombie drops to 1 HP instead.

ACTIONS

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 5 (1d6+2) piercing damage.

 

 

 

Zombie Horse

https://i0.wp.com/zombieportraits.com/wp-content/uploads/2011/09/zombie-petting-zoo.jpg

Large undead, neutral evil

Armor Class 10

Hit Points 19 (3d10 + 3)

Speed 35 ft.

STR 18 (+4), DEX 10 (+0), CON 12 (+1),  INT 2 (-4), WIS 9 (-1), CHA 5 (-3)

Saving Throw.  Wisdom +1

Damage Immunity. Poison

Condition Immunity. Poisoned

Senses Darkvision 60 ft. passive Perception 9

Languages –

Challenge 1/4 (50 XP)

Undead Fortitude – If damage reduces the zombie to 0 HP, it must make a Constitution saving throw with a DC of 5 + Damage taken, unless it is radiant damage or a critical hit.  On a success, the zombie drops to 1 HP instead.

ACTIONS

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target.  Hit: 9 (2d4 + 4) bludgeoning damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: 6 (1d4+4) piercing damage.

 

 

Zombie (Mountain) Lion

File:Undead zombiecougar1.jpg

Large undead, neutral evil

Armor Class 12

Hit Points 26 (4d10 + 4)

Speed 45 ft.

STR 17 (+3), DEX 14 (+2), CON 13 (+1), INT 3 (- 4), WIS 10 (+0), CHA 5 (-3)

Saving Throws. Wisdom +2

Skills Perception +2, Stealth +4

Damage Immunity. Poison

Condition Immunity. Poisoned

Senses Darkvision 60 ft., passive Perception 12

Languages –

Challenge 1 (200 XP)

 

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated .

 

Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

 

Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

 

Undead Fortitude.  If damage reduces the zombie to 0 HP, it must make a Constitution saving throw with a DC of 5 + Damage taken, unless it is radiant damage or a critical hit.  On a success, the zombie drops to 1 HP instead.

 

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target., Hit: 6 (1d6 + 3) slashing damage.

 

 

 

Zombie Orc

Medium undead, chaotic evil

Armor Class 13 (hide armor)

Hit Points 15 (2d8 + 6)

Speed 25ft.

STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 2 (-4), WIS 9 (-1), CHA 5 (-3)

Saving Throw. Wisdom +1

Damage Immunity. Poison

Condition Immunity. Poisoned

Senses darkvision 60ft., passive Perception 9

Languages Understands but does not speak: Common, Orc

Challenge 1/2 (100 XP)

 

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

 

Undead Fortitude.  If damage reduces the zombie to 0 HP, it must make a Constitution saving throw with a DC of 5 + Damage taken, unless it is radiant damage or a critical hit.  On a success, the zombie drops to 1 HP instead.

 

ACTIONS

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.

Slam.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 10 (2d6+3) bludgeoning damage.

 

 

 

Zombie Raven/Crow

Tiny undead, neutral evil

Armor Class 12

Hit Points 1 (1d4 – 1)

Speed 5ft., fly 45 ft.

STR 2 (-4) DEX 14 (+2), CON 8 (- 1), INT 2 (- 4), WIS 10 (+0), CHA 5 (-3)

Skills Perception +2

Saving Throws. Wisdom +2

Skills Perception +2, Stealth +4

Damage Immunity. Poison

Condition Immunity. Poisoned

Senses Darkvision 60 ft., passive Perception 12

Languages –

Challenge 0 (10 XP)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (In sight) check.

Undead Fortitude.  If damage reduces the zombie to 0 HP, it must make a Constitution saving throw with a DC of 5 + Damage taken, unless it is radiant damage or a critical hit.  On a success, the zombie drops to 1 HP instead.

ACTIONS

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 3 (1+2) piercing damage.

 

Swarm of Zombie Ravens

Medium swarm of Tiny undead, neutral evil

Armor Class 12

Hit Points 24 (7d8 – 7)

Speed 5ft., fly 45 ft .

STR 6 (- 2), DEX 14 (+2), CON 8 (-1), INT 3 (- 4), WIS 10 (+0), CHA 5 (-3)

Skills Perception +4

Saving Throws. Wisdom +2

Damage Resistances bludgeoning, piercing, slashing, poison

Condition Immunities charmed, frightened, paralyzed,

petrified, poisoned, prone, restrained, stunned

Senses Darkvision 60 ft., passive Perception 14

languages-

Challenge 1/4 (50 XP)

Swarm. The swarm can occupy another creature’s space and vice versa , and the swarm can move through any opening large enough for a Tiny raven . The swarm can’t regain hit points or gain temporary hit points.

Undead Fortitude.  If damage reduces the zombie to 0 HP, it must make a Constitution saving throw with a DC of 5 + Damage taken, unless it is radiant damage or a critical hit.  On a success, the zombie drops to 1 HP instead.

ACTIONS

Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm’s space. Hit: 7 (2d6) pi ercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

 

 

 

Zombie Troll

Large undead, chaotic evil

Armor Class 15 (natural armor)

Hit Points 84 (8d10+40)

Speed 25 ft.

STR 18 (+4), DEX 12 (+1), CON 20 (+5), INT 2 (-4), WIS 8 (- 1), CHA 5 (-3)

Skills Perception +1

Saving Throw. Wisdom +1

Damage Immunity. Poison

Condition Immunity. Poisoned

Senses darkvision 60ft., passive Perception 11

Languages Understands but does not speak: Giant

Challenge 5 (1 ,800 XP)

 

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

 

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

 

Undead Fortitude.  If damage reduces the zombie to 0 HP, it must make a Constitution saving throw with a DC of 5 + Damage taken, unless it is radiant damage or a critical hit.  On a success, the zombie drops to 1 HP instead.

 

ACTIONS

Multiattack. The troll makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

 

 

 

 MONSTROUS VARIANTS – Viral Undead.

This variant assume you’re making use of my Viral Undead template, previously seen here.  As an example, let’s modify the base zombie with this template.

Viral Zombie

Medium undead, unaligned

Armor Class 8

Hit Points 22 (3d8 + 9)

Speed 20 ft.

STR 13 (+1), DEX 6 (-2), CON 16 (+3), INT 7 (-2) , WIS 10 (+0), CHA 9 (- 1)

Saving Throws Wis +2

Damage Resistances. necrotic

Damage Immunities. poison

Condition Immunities. poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages it knew in life but can’t speak

Challenge 1/2 (100 XP)

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.

Infectious.  Any creature hit by a Viral Undead’s natural attacks risks becoming infected.  After being hit by an attack, the target must roll a Constitution saving throw (DC 10).  If the target fails, they have contracted the Zombie Plague.

Viral Awareness . Viral Undead haven’t lost all of their intellect during infection.  Viral Undead gain advantage to deception checks to disguise as regular corpses.  They will never attack any other undead creature created by the same plague as them.

ACTIONS

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  Hit: 4 (1d6+1) piercing damage.

 

 

IMAGE SOURCE – The Horse’s Mouth – Rob Sacchetto, Undead Bear – Red Dead Redemption: Undead Nightmare, Undead Rat – Dark Souls, Cerebus – Resident Evil, Undead Goblin – Phillterunfiltered, Swamp Monster – Akeiron, Zombie Hulk – WAR, Zombie Crow – Hailey Sato, Turning Around Zombie – Resident Evil, Zombies Vs. Knights – Robert Ocalas

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