Eternal Darkness Zombies – Undead Agents of Chaos for D&D 5th Edition

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“Corpses.  Lumbering, rotting cadavers.  What contrivance could have wrought this… this abomination!?  Diseased science…?  Blasphemous occult rituals?  How can something so… so dead, be so alive?” – Maximilian Roivas, Eternal Darkness: Sanity’s Requiem

The Ancients are awakening, as they gather forces to fight in their onslaught on the grounds below.  And what better army than the countless dead, reconstructed to work as puppets for more death.  And once more are slain, they too are recruited to the shuffling mindless masses.  This doesn’t even take into account other vile things, far detached from our own realities.  Whether born of brutality, the esoteric or the absolutely mad; these zombies exist in agony and awareness that cosmic forces use them as toys.  Worse yet, they often have no capacity to do anything about it.  Many of these undead puppets are merely just that, puppets.  They have no control over their actions beyond the necromancer-like orders that the old ones give.  For the most part, they are told to attack the living as well as defeat any old one creature with a rival alignment.

While more numerous than the eldritch horrors conjured from the realms of the ancients, the undead are terrifying for a different reason… they were once us!  They are but mere corpses reanimated and altered to serve their respective aligned ancient.  They are often spawned where the lines between our world and the realm of the ancients tend to be weaker and where rifts can be more easily established.  This is often the resting place of dark powers, sites of deranged rituals or former homes of those terrorized by ancient horrors.

Author’s Note:  Eternal Darkness is one of my favorite games of all time.  Some of the madness effects still give me chills.  So, why not bring even more monsters from the game to D&D 5E?  Here’s a handful of the variant zombies you encounter throughout the game.

 

 

Mantorok Zombie

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Risen from the grave, made to serve the Corpse God!  This being is of course, Mantorok.  In the upcoming cosmic war, he had decided to remain neutral while trying to remain prolific in his presence all the same.  In the end, his minions aimlessly wander while the attack done to him causes the mighty god to fade.

medium undead, chaotic evil

Armor Class 8

Hit Points 30 (4d8 + 12)

Speed 25 ft.

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

Saving Throws Wis +2

Damage Resistances bludgeoning, piercing and slashing from non-magical weapons

Damage Vulnerabilities fire

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.    However, upon succeeding a saving throw, either an arm or its head will fall off.  While beheaded, it has disadvantage on attacks.  While without one arm, it may not use it for attack.  If it has no arms, it must bite instead.

ACTIONS

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

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

 

 

Chattur’gha Zombie

Image result for "Eternal Darkness""ZOmbie"chattur'gha

Creatures forged by the dark God of Might are a terror to behold.  In mere moments, they recover both health and lost limbs!  Just as Chattur’gha is driven by brutality and force, so are his creations.

medium undead, chaotic evil

Armor Class 10

Hit Points 30 (4d8 + 12)

Speed 25 ft.

STR 16 (+3) DEX 10 (+0), CON 16 (+3), INT 4 (-3), WIS 6 (-2), CHA 3 (-4)

Saving Throws Wis +0

Skills perception +0

Damage Resistances bludgeoning, piercing and slashing from non-magical weapons

Senses darkvision 60 ft., passive Perception 8

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

Challenge 1 (200 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.  However, upon succeeding a saving throw, either an arm or its head will fall off.  However, upon succeeding a saving throw, either an arm or its head will fall off.  While beheaded, it has disadvantage on attacks.  While without one arm, it may not use it for attack.  If it has no arms, it must bite instead.

Regeneration.  Each round, the Chattur’gha Zombie regains 5 hit points at the beginning of its turn.  In addition, it grows back any limbs that were removed or destroyed as the old ones dissolve as it regains HP.

ACTIONS
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

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

 

 

 

Xel’lotath Zombie

Image result for "Eternal Darkness""ZOmbie"xel'lotath

The essence of Xel’lotath is the essence of madness itself.  Her power defies logic and warps the mind.  Her zombified minions are certainly no different in this case, they can even continue their rampage after they fall apart.

medium undead, chaotic evil

Armor Class 11

Hit Points 30 (4d8 + 12)

Speed 25 ft.

STR 14 (+2) DEX 12 (+1), CON 16 (+3), INT 8 (-1), WIS 11 (+0), CHA 7 (-2)

Saving Throws Wis +2

Skills perception +2

Damage Resistances bludgeoning, piercing and slashing from non-magical weapons

Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
Challenge 1 (200 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.  However, upon succeeding a saving throw, either an arm or its head will fall off.  However, upon succeeding a saving throw, either an arm or its head will fall off.

Phantom Limb.  The Xel’lotath Zombie ignores the effects of limb loss, creating a spectral double to replace the actual limb.

Phantom Fright (Recharges on a 5 or 6).  When a limb is first replaced by a phantom limb, the zombie gains advantage to attack with that weapon.

ACTIONS

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

 

 

Ulyaoth Zombie

Far more composed than the other two ancients, Ulyaoth is a master of dark sorcery.  His creations reflect this, as well as his tendencies for bedlam, as they sing a song to mark their demise.  After their disturbing call, they explode and damage all in their way.  Truly, the work of mad genius.

medium undead, chaotic evil

Armor Class 10

Hit Points 30 (4d8 + 12)

Speed 25 ft.

STR 15 (+2) DEX 10 (+0), CON 16 (+3), INT 8 (-1), WIS 11 (+0), CHA 6 (-2)

Saving Throws Wis +2

Skills perception +2

Damage Resistances bludgeoning, piercing and slashing from non-magical weapons

Senses darkvision 60 ft., passive Perception 8

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

Challenge 1 (200 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.  However, upon succeeding a saving throw, either an arm or its head will fall off.  However, upon succeeding a saving throw, either an arm or its head will fall off.

Death Song.  When an Ulyaoth Zombie is reduced to 0 and killed after failing its saving throw or is brought to 0 by a critical hit or radiant damage, it unleashes a horrid wail as it unleashes destructive energy.  All creatures within 30 ft. must make a dexterity saving throw (DC 13) or take 7 (2d6) force damage.  Successful save results in 1/2 damage.  If any other Ulyaoth zombies are within the range, they too are set off by this effect and activate Death Song.

ACTIONS

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

 

Image Credit: Eternal Darkness again – zachjacobs; Zombies – Halycon450

 

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6 thoughts on “Eternal Darkness Zombies – Undead Agents of Chaos for D&D 5th Edition

  1. Pingback: Bizarre Bazaar Addendum – More Spooky Items | Daemons & Deathrays

  2. “However, upon succeeding a saving throw, either an arm or its head will fall off. However, upon succeeding a saving throw, either an arm or its head will fall off.” i think it should only be written once

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