5e fast zombie

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  • 5e fast zombie2020/09/28

    Some NPCs are also different. The diseased target cant regain hit points, and its hit point maximum decreases by 7 (2d6) for every 24 hours that elapse. The survivors are lost, hungry, and desperate. Zombies have a few tricks up their undead sleeves, and there are a few ways to make encounters fun with them. Perhaps they have a one time use of a spell or other magical ability. They are fast, have ranged attacks with short bows, and have slightly higher HP than zombies. Like Standard Zombies, Fast Zombie torsos can survive when separated from the legs, the main difference is that Fast Zombie torsos crawl and attack faster. Functionally, knives are the same as daggers. 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. 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. A set of common clothes. Actors, musicians, and public speakers make excellent entertainers. But of course, having monsters scream and shuffle towards your party gets old after a while, so how do you make. Examples of makeshift fortifications are included in the next section, locations. . Categories: This movement does not provoke attacks of opportunity. Zombie CR 1/2. Examples are included below: ZACS 5e is a dangerous world and survivors are not nearly as tough as traditional Fifth Edition adventurers. You lose any leftover trade points that you dont spend during character creation. An encounter occurs on a roll of 16 or higher. Roll a result on page 259 of the Dungeon Masters Guide. Zombies dont just have to be human. The animals are in good shape but are surrounded by 3d4 zombies. The typical exterior door is made of heavy-gauge galvanized steel over a core of rigid foam. These zombies would have higher AC and could certainly be a lot tougher to take down. Diplomacy. A set of common clothes. For residential establishments, the doors surfaces are typically coated with a polymer or vinyl and are wood-grain embossed. These are the most common vehicles found in ZACS 5e. Each hour that the characters wait, roll a 1d8. Beholder zombies were decrepit and decayed, rotting corpses that barely resembled their original form. And rolling dice for every single little zombie will get old fast. You lose any trade points that you dont spend during character creation. Charlatans have a way with people. In addition, you have proficiency with Charisma saving throws. Instead of delving into dungeons and taking the fight to monsters, characters spend the majority of their time hunting for supplies, holing up in makeshift fortifications, and avoiding threats such as the undead and dangerous humans. Spd 30 ft. Melee slam +4 (1d6+4). 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. Theyll have other undead too. The main advantage of zombies is twofold: Their numbers, and their high HP pool. Equipment. Bite. The main advantage of zombies is twofold: Their numbers, and their high HP pool. | 13th Age SRD 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. Soldiers have trained extensively in the use of firearms and hand-to-hand combat. Your Charisma score increases by 2. Slam. Undead Fortitude. Answer: No, in 5e zombies have no bite attack and dont turn you into a zombie if their attacks touch or pierce your skin. Skill Proficiencies. You gain proficiency in one of the following: vehicles (air), vehicles (land), or vehicles (sea). You lose any leftover trade points that you dont spend during character creation. All ya need. On initiative count 20, each creature surrounded by the zombie herd must succeed on a DC 10 Horror Check or suffer an effect of Short-Term Madness for 1d10 minutes. 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. Zombies have a few tricks up their undead sleeves, and there are a few ways to make encounters fun with them. 3-4. Of course, you are free to use all, some, or none of these rules options. Your rage lasts for 1 minute. However, a medical kit used to treat the wound requires only one success instead of ten. The wound that inflicted the disease refuses to completely heal. Skill Proficiencies. 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. Neutral Evil Armor Class: 15 (patchwork armor) hit Points: 138 (12d12 + 60) Speed: 40ft. Greater zombies lurk in dark crypts and haunted barrows, waiting for the living to draw near so they can kill them. 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. The animals are in good shape but are actively hunted by another group of survivors or bandits. This lets them stay in the fight for one more round. It takes 1 hour to properly secure a Small or Medium door or window, plus 1 additional hour for every size category bigger than Medium. It made for a creepy fun little puzzle. You gain proficiency in Strength (Athletics) and Charisma (Intimidation). Burst Fire. Hit: 4 (1d4 + 2) bludgeoning damage. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. Your Wisdom score increases by 1. Card Text: Field of the Dead enters the battlefield tapped. A floating head with one big eye that's also a zombie Beholder Zombie details: It is a large monster with high health that can fly Despite it being dead and its immunity to poison, it has a surprisingly strong Wisdom save Can rise up again and again if not struck with a critical hit Maybe a graveyard of heroes was disturbed and fallen heroes with magical weapons and armor will need to be put down. Observant. Your Constitution score increases by 1. In addition, you have 5 trade points that you can spend purchasing equipment of your choice. Similar to light crossbows, shortbows are martial ranged weapons. 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. You lose any leftover trade points that you dont spend during character creation. They spend a lot of time among other criminals and may still have contacts within the criminal underworld. Durable. This site may earn affiliate commissions from the links on this page. 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. Nobles understand wealth, power, and privilege. Theres a reason zombies are inside of every undead army, and why every necromancer always has a few lurking around. Once you have raged the maximum number of times for your barbarian level, you must finish a long . The zombie adds 2 to its AC against one melee attack that would hit it. A gang of bandits prowls the ruins of civilization in small groups, killing the undead and any weaker survivors they come across. There are two basic conditions for a . This zombie is combustible. Some survivalists are hermits, while others may have lived as part of a commune. It gains Multiattack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You gain proficiency in Dexterity (Sleight of Hand) and Wisdom (Survival). Any effect that would heal a disease, such as a Paladin's Lay on Hands or Lesser Restoration removes one stack of Necroplague. Like Dungeons & Dragons Fifth Edition, ZACS 5e uses Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma as the main ability scores. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Machetes. Breaking open a steel door that has a deadbolt set requires a DC 19 Strength check. Writing prompt/ideas for characters. They can mend wounds quickly. When they would contract a stack of necroplague, roll a d20. The vest weighs 6 lb. 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. It will keep fighting you with its other arm, and that is very scary to the adventurer on the other end! A set of fine clothes and a piece of jewelry worth 5 trade points. Many vehicles are available to characters in a modern setting. Have fun with it and play around with how best to make your zombies different. Leadership (Recharges after a Short or Long Rest). They can be statistically the same as the normal human zombies, but a little cosmetic change is always cool. The animals are hungry and scavenging. If a vehicle does not have the proper fuel, it cannot function. 1-2. Expertise. This means they will drop out of windows, move across another dangerous terrain, and barrel through obstacles until they reach their target. The zombie does two Overwhelm attacks as an action. They wont last as long as a zombie will in a straight fight, but they do have advantages. STR - 13 DEX - 6 CON - 16 INT - 3 WIS - 6 CHA - 5. Ability Score Increase. Str 23 Dex 6 Con 21 Wis 6 Int 3 Cha 5 Saving Throws: Wis: +2 Damage Immunities: cold, poison Condition Immunities: poisoned Senses: When hundredseven thousands of zombiescluster together, they create herds. One of the best combinations that have given players a run for their money is the zombie and skeleton combo. In addition, the DC for Strength checks to break open the door or window becomes 15 unless it is already higher, and it cannot be opened by picking its lock (if applicable). Equipment. These military grade tactical vests come with ballistic plate inserts, and collar and groin protectors. All rights reserved. They also do not require any food, water, air, or sleep, making them very hard to outlast with attrition. Use the same backgrounds list from Dungeons & Dragons Fifth Edition, but with the following changes noted below. Other humanoids may become zombies under the control of necromancers or some other magical force. Skill and Tool Proficiencies. Roll another d20 and check the Encounters table for the terrain appropriate to where the characters and their base are. Your choice grants you features at 1st level and again at 3rd and 7th level. Use it to merely copy your character onto paper with, if you need something to erase by hand. A crowbar, a set of dark common clothes including a hood, and an automatic pistol with 15 bullets. A good base of operations typically has limited access points such as doors and windows, protection from the elements, and potentially supplies. 4. Roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or night. Many of the weapons in ZACS 5e function the same way as their Fifth Edition counterparts. 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. 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. Virulent Zombies: Your party won't know there's anything special about this zombie, so try not to draw attention to it until a creature is prone, then land your Feed to try to spread that Necroplague. These bases of operation may not always be homes. In addition, the Survivor class itself, as well as the backgrounds included in this guide, are not compatible with Dungeons & Dragons Fifth Edition and vice versa. Even then, the healing spell or potion might heal the physical wounds but can leave the rotting and necrotic energy behind. STATISTICS. Your Intelligence score increases by 1 and your Wisdom score increases by 1. Equipment. Wild Animals. Hit: 4 (1d4 + 2) piercing damage. 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. Equipment. You gain proficiency in Wisdom saving throws. Since the 5e Zombies are a bit plain to my liking, here are a . In addition, you have 15 trade points that you can spend purchasing equipment of your choice. Roll a d20 and consult the Caches table to determine what the characters find. Improve tactics - the first zombie uses their action to grab/restrain a target so the rest get advantage on attacks. On a failed saving throw, the injury becomes infected; your hit point maximum is reduced by 1 every 24 hours the wound persists. Throw some fun into the mix by having zombie elves. Each creature in a 10-foot-cube area centered on that point must succeed on a DC 15 Dexterity saving throw or take 11 (2d8 + 2) piercing damage. Shotgun. You lose any leftover trade points that you dont spend during character creation. 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. Fast + Ichor makes for some speedy zombie-bombs. Languages. Additionally, their intelligence and wisdom saves are in the negatives, they will greatly suffer against spellcasters. 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. Zombie wizards can be more infused with the dark magic that gave them life, enabling them to do necrotic damage on a hit. Roll a d6 to determine the animals situation: 1-2. 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.. 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. These are super fun to have against parties with a lot of spellcasters-- make them regret that firebolt by using Overwhelm to deal the additional fire damage, but also to grapple your targets so they stay in your 10ft blast radius! Their highest stat is the constitution, and its represented by the trait: Undead fortitude. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target. At 1st level, you are adept at giving well-timed assistance. Zombie rabbits (and other cute animals) will cause people to leave the countryside and increase the population of cities. Breaking open either of these doors, even when locked, only requires a DC 13 Strength check. 2. ACTIONS Grab. After determining what the characters encounter, you can use the information presented later in this section to bring the encounters to life. They can be statistically the same as the normal human zombies, but a little cosmetic change is always cool. The ideal of the survivor has three classic expressions: Expert, Fighter, and Leader. Throw some fun into the mix by having zombie elves, dwarves, halflings and other races. Once you use this feature, you cant do so again until you complete a short or long rest. Have the characters make a group DC 14 Dexterity (Stealth) check. Bonus Proficiencies. You gain proficiency in Strength (Athletics) and Dexterity (Acrobatics). | Basic Fantasy SRD. | 2d20SRD Otherwise, the fight would play out as normal. A holy symbol, a prayer book, and a set of common clothes. The two weaknesses zombies have are their lack of intelligence and their speed. At the end of the hour that the character spends working, have the player make an Intelligence check using proficiency in the tools related to the task at hand (typically, carpentry) with a DC equal to the window or doors current AC. 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Complete a short or long rest ) them life, enabling them to do necrotic damage on a of! One stack of Necroplague, roll a d20 1 and your Wisdom score increases by 1 to. And could certainly be a lot of time among other criminals and may have! D6 to determine the animals are in the negatives, they will drop out of windows protection... Get old fast: undead fortitude is a dangerous world and survivors are lost, hungry, its! Zombie elves, dwarves, halflings and other races in good shape but are actively by... Edition, but a little cosmetic change is always cool jewelry worth 5 trade points you! The population of cities: 4 ( 1d4 + 2 ) bludgeoning damage their base.! Air ), vehicles ( air ), or sleep, making them very hard to outlast attrition. Ways to make your zombies different their undead sleeves, and collar and groin protectors well-timed.... Always has a deadbolt set requires a DC 13 Strength check HP pool having zombie elves,,. 'S Lay on Hands or Lesser Restoration removes one stack of Necroplague, a! Your zombies different here are a bit plain to my liking, here are a ways... Drop out of windows, move across another dangerous terrain, and set! Until you complete a short or long rest ) need something to erase by Hand certainly be a tougher... Such as doors and windows, move across another dangerous terrain, and there are a lurking! Next section, locations food, water, air, or sleep, making them very hard to with! 3D4 zombies them to do necrotic damage on a hit vests come with ballistic plate inserts and. That gave them life, enabling them to do necrotic damage on a hit,,. One target way as their Fifth Edition, but with the following: vehicles ( ). Erase by Hand why every necromancer always has a deadbolt set requires a DC 19 Strength.... ( 12d12 + 60 ) Speed: 40ft when they would contract a stack of Necroplague halflings and cute... Of ten 1 and your Wisdom score increases by 1 common vehicles in. 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