The creature is cured when all stacks are removed. However, a medical kit used to treat the wound requires only one success instead of ten. 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. Mob rules may get complicated if the zombies in each mob are different variants. Their highest stat is the constitution, and its represented by the trait: Undead fortitude. Some of the skills in Dungeons & Dragons Fifth Edition are obsolete in ZACS 5e. The survivors are healthy and are looking for supplies. DEFENSE. Each creature can gain temporary hit points equal to your level + your Charisma modifier (minimum of 1). Physical Training. On 10+, they do not gain that stack. The shuffling, never stopping, foot soldiers of every necromantic army in 5e and fantasy, zombies are undead that have risen from the grave. A set of common clothes. | 2d20SRD Hit: 3 (1d4 + 1) bludgeoning damage, and if the target is a creature it is grappled (escape DC 11). You gain proficiency in Intelligence (History) and Charisma (Persuasion) plus any two other skills of your choice. Hit: 11 (3d6 + 1) piercing damage damage. Ability Score Increase. Instead, all characters are human and they all fall under a single class: Survivor. If the characters encounter hostile creatures beyond their ability to defeat, give them opportunities to run, hide, negotiate, or otherwise avoid certain death. These monsters are often used as early-level villains, raised by necromancers as minions or rising from some other magical phenomena. A Strength check of 25 is required to bend steel bars. Fast Zombies: These are the ones that can get behind enemy lines. 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. Vicious. To address this, I wanted to tap into the things that I find scary about Zombies-- being overwhelmed by a horde (getting grappled, pulled prone, and eaten), & the danger of a festering bite (a long-form disease mechanic that stays meaningful in a world of clerics). The first symptoms of Necroplague are mild-- but as each day passes, the symptoms become worse. Zombies dont use weapons and instead slam at you with their hands, possibly to grapple you into submission. Automatic Pistol. You gain proficiency in Wisdom (Insight) and Intelligence (Religion). The following weapons from the PHB are easy to find. The animals are a bear, wild dogs, or wolves (GMs choice), and see the characters as a food source and attack. Spd 30 ft. Melee slam +4 (1d6+4). When you use this feature, you cant use it again until you finish a long rest. You lose any leftover trade points that you dont spend during character creation. | Five Torches Deep SRD At 1st level, choose one of your skill or tool proficiencies. The zombie adds 2 to its AC against one melee attack that would hit it. Read on to see our full Zombie 5e Guide. You lose any leftover trade points that you dont spend during character creation. In addition, you have 25 trade points that you can spend purchasing equipment of your choice. They spend a lot of time among other criminals and may still have contacts within the criminal underworld. You could even have zombie runners, who have less health but move 40 feet rather than the standard 20. In D&D 5e the zombie is a solid foe to use in low-level adventures. On a success, the zombie drops to 1 hit point instead. Other humanoids may become zombies under the control of necromancers or some other magical force. You gain a +5 bonus to initiative and you cant be surprised while you are conscious. Acolytes may be priests, pastors, or even guidance counselors. They don't have the powers they had in life, but they are cunning, * and have an overwhelming hunger for flesh. Its a self contained spell, so they will still be alive. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. Types: Land. Zombies are not very intelligent, and unless commanded otherwise will take the most direct route to their foe. Multiattack. Otherwise, the fight would play out as normal. | Forge Engine SRD As a survivor, you have the following features. When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table from page 273 of the Dungeon Masters Guide. This movement does not provoke attacks of opportunity. Special Attacks: A fast zombie gains the following special attack. The creature can make a DC 14 Dexterity (Stealth) check. Feed. Hit: 11 (2d8 + 2) piercing damage. The animals are in good shape but are surrounded by 3d4 zombies. Your Strength or Dexterity score (your choice) increases by 1. ZACS 5e is a survival horror game set in a zombie apocalypse. Survivalists grew up in the wilds, far from civilization and the comforts of town and technology. This item requires all of the following other items. On a failure, it contracts Necroplague (see section to the right). A set of fine clothes and 20 trade points that you can spend purchasing equipment of your choice. Fast + Ichor makes for some speedy zombie-bombs. You gain proficiency in Strength (Athletics) and Dexterity (Acrobatics). Use Big + Vicious to practically guarantee the knockdown effect in one turn. Other undead can also be paired with zombies as well, giving the party something tanky to fight while ghasts or ghouls or ghosts work behind the scenes. Zombies are raised through necromancy in Dungeons and Dragons 5e and Pathfinder 2e, either as mindless minions or a plague-ridden hoard. Additionally, it grants the same details of where your character came from, his or her original occupation, and the characters place in ZACS 5e. Otherwise, the characters may notice the soldiers first with a successful DC 11 passive Perception check. Skill Proficiencies. Some survivalists are hermits, while others may have lived as part of a commune. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice). Have the characters make a group DC 14 Dexterity (Stealth) check. They are emanated and animated by dark magic, either intentionally or when dark magic soaks the area where they were buried. The leader makes two melee attacks or two ranged attacks. You can also have other creatures arrive and provide a distraction that the characters can use to make their escape. They have disadvantage on Constitution Saves & Checks, and their max HP is reduced by 5. On a success, the zombie drops to 1 hit point instead. A creature with a movement speed of 0 cannot stand up from being prone. Multiattack. Skill Proficiencies. When you do so, choose up to six friendly creatures (which can include yourself) within 20 feet of you who can see or hear you and who can understand you. | Here Be Monsters When you use a medicine kit to stabilize a dying creature, that creature also regains 1 hit point. 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. These military grade tactical vests come with ballistic plate inserts, and collar and groin protectors. Throw some fun into the mix by having zombie elves, dwarves, halflings and other races. 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. Effects that suppress magic, such as an antimagic field, halt the progression while subjected to the effect but remove no stacks. It weighs 9 lb. Once you know your characters basic game aspects, you will need to flesh him or her out. Past Adventurers in a Magic Pit. One or more zombies stumble onto the survivors or vice versa. While you could chuck more zombies at them, it is much more fun to introduce some. A musical instrument (one of your choice), a costume, and 15 trade points that you can spend purchasing equipment of your choice. Many vehicles are available to characters in a modern setting. Make a Wisdom (Insight) check contested by the targets Charisma (Deception) check. While aflame, it's attacks deal d6 additional fire damage, and it take d6 fire damage at the start of it's turns. Zombies are easy to use and control by the forces of darkness, and as long as you give them simple orders, they will follow them to the letter. Str 17, Dex 10, Con , Int , Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 14 Feats Toughness B Special Qualities . Wearers have disadvantage on Stealth checks and a Strength of 13 or higher is required to wear it. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. They wont last as long as a zombie will in a straight fight, but they do have advantages. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. You gain proficiency in Wisdom saving throws. Play converted DMsGuild community content, now on Roll20. 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. Roll a d6 on the Variant Table once for each zombie to determine what variant they are. Some NPCs are also different. Scales for: Number of Players, Player Level. Equipment. Burst Fire. Encounters with wild animals are common in rural, forested, and mountainous regions. Damage leaves lingering effects in ZACS 5e. Equipment. Basic automobiles (those having two axles) do not require proficiency to operate. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. | d20 Anime SRD After determining what the characters encounter, you can use the information presented later in this section to bring the encounters to life. Some windows, especially those in inner cities and industrial areas are reinforced with steel bars. 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. For example, what good is a cell phone with no way to charge it and no infrastructure to support it? Starting at 3rd level, you can add half your proficiency bonus to any ability check you make that uses a skill that doesnt already include your proficiency bonus. With only 22 hit points, a well-placed Fireball spell rolling below . Hatchets, fire axes, and the like are also common in ZACS 5e. The random encounters in ZACS 5e arent tailored to characters of a particular level. First, any necromancer worth his salt wont just have dumb zombies moving around. Survivors. Writing prompt/ideas for characters. Zombie CR 1/2. Hit: 4 (1d6 + 1) bludgeoning 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. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target. | ACK-SRD A creature cant gain temporary hit points from this feature again until it has finished a short or long rest. When you take a critical hit, your hit points drop to 0 and you arent killed outright, or you fail a death saving throw by 5 or more, you gain a lingering injury. Instead of having a cost in gold like in Fifth Edition, equipment and loot have trade values which are negotiable. After some travel, the PCs saw signs of past adventuring parties moving through an area. Answer: While most horror movies tell us to aim for the head when it comes to handling zombies, the 5e official statblock doesnt show any vulnerabilities or weaknesses for zombies. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. Club. Add a claw/claw/bite mechanic. ZACS 5e uses primarily modern weapons and equipment. When you are prone, standing up uses only 5 feet of your movement. All three are detailed at the end of the class description. Characters dont regain hit points at the end of a long rest. If they pass, then they make it through with one HP and continue to fight. Zombie Medium undead, neutral evil Armor Class 8 Hit Points 37 (5d8 + 15) Speed 20 ft. Actions This action uses 10 pieces of its automatic rifles ammunition. Equipment. The plague zombie makes one bite attack and one slam attack. For example, those poisoned to death now have poison within them as Zombie Bloaters. On a success, the zombie drops to 1 hit point instead. 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. Weapon Proficiencies. Skills Proficiencies. Skill Proficiencies. Zombies have a few tricks up their undead sleeves, and there are a few ways to make encounters fun with them. Hide. STR - 13 DEX - 6 CON - 16 INT - 3 WIS - 6 CHA - 5. Wild Animals. 3. Your rage lasts for 1 minute. | Cepheus SRD 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. Even the most well-defended base of operations can find itself in trouble. Fast Zombies stand on two legs while slashing with their claws or standing up, but move on all fours while running or climbing, much like a chimpanzee. Ability Score Increase. Choose your characters alignment and ideals. Once you use this feature, you cant do so again until you complete a short or long rest. Theres nothing like fighting a zombie bugbear, slashing off its arm with a critical hit, and then watching it mindlessly keep coming. 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. Alert. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Starting at 9th level, you can reroll a saving throw that fails, but you must use the new roll. Skill Proficiencies. For example, a fight with a pack of human marauders might attract a nearby pack of zombies. Since there is only one real class, characters cannot multiclass. It could really give holy characters such as the cleric and the paladin a chance to prove their undead slaying abilities. The zombie does two Overwhelm attacks as an action. 2. The leader makes two melee attacks. . 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. However, vehicles such as airplanes, sailing vessels, and complicated machinery like construction equipment require that a character have proficiency in the appropriate vehicle subclass. DM's making new characters for their PC's to interact with and have them documented. Choose a Background. Attack. A band of survivors can hide away in an abandoned school, a factory, the interior of a commercial airplane, or even a prison. Travelers clothes and a hunting rifle with 10 bullets. Latest 5th Edition Products in the Open Gaming Store. Roll a d20 and consult the Caches table to determine what the characters find. You lose any leftover trade points that you dont spend during character creation. While they arent going to defeat the party outright unless some bad dice rolls are made or the party has been bloodied from a previous encounter, they will force the party to spend some spell slots, healing items, and other resources that they could have used against tougher enemies. 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). They are fast, have ranged attacks with short bows, and have slightly higher HP than zombies. Equipment. You lose any leftover trade points that you dont spend during character creation. Ichor. 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. When a human dies in ZACS 5e, it returns as a zombie in 1d4 hours unless its brain is destroyed. Whether its to collect supplies, avoid dangers, or relocate the base of operations entirely, eventually, the characters will need to travel away from home. Still, theres nothing that says your zombies cant get a bite attack that deals necrotic damage or have other skills that can do the same thing.Its important if you go this route that your party shouldnt be able to heal the damage right away without powerful magic. Their compulsion is obedience to the orders of their controller, which usually involves killing interlopers. Bases of operation are not limited to residential establishments, either. Yea that is really easy. As you survive, your martial prowess grows. You can also shorten encounters by having creatures flee when they lose tactical advantage or most of their hit points. You gain proficiency in one type of artisans tools of your choice. Choose one of these skills. Knife. Windows have an AC of 13 regardless of size. Dispel magic can be used to delay the progression for one day, with the DC of the check involved being 10 + the number of stacks the creature already has. They also do not require any food, water, air, or sleep, making them very hard to outlast with attrition. Tactical Vest, Light. 0.00. Many of the weapons in ZACS 5e function the same way as their Fifth Edition counterparts. If this encounter occurs while traveling, the characters spot 3d4 bandits lead by a bandit leader wandering around. Most vehicles require fuel of some sort to operate. Resilience. Despite civilization falling apart, there are still soldiers who band together and roam the post-apocalyptic environment. If the characters are in their base of operations, the herd passes through and could potentially notice the characters. Survivor Class. Zombies can be controlled by the one who raised them, but they cant do much more than charge forward and attack an enemy. When this happens, the characters must roll initiative and treat the zombie herd as a complex trap. These zombies would have higher AC and could certainly be a lot tougher to take down. Their bodies may appear either exactly like a living one of their race but with the differing skin, or may be almost unrecognizable from how mangled it is. Perhaps they have a one time use of a spell or other magical ability. Automatic Rifle. Then, identify the characters bonds and flaws. Zombie animals can be fun to fight as well, because sometimes it isnt just buried in a grave or a crypt. Slam. Equipment. The soldier makes two melee attacks. Furthermore, backgrounds act as both the race and origin for a character, offering up roleplaying notes and traits. If a Zombie hits an already Grappled creature with this attack, they must made a DC 13 Strength save or be knocked prone. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. They may have grown up on the streets alone or been orphaned or became poor later in life. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. Nobles understand wealth, power, and privilege. Functionally, knives are the same as daggers. Burst Fire. You can now print or save sheets. | PF2 SRD In addition to professional athletes, the athlete background may include hobby bodybuilders, marathon runners and any other type of character who spent a considerable amount of time getting into shape. After a creature contracts Necroplague, Symptoms set in after d4 hours. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature the zombie is grappling. Charlatans have a way with people. PART 2 Survivor Characters ZACS 5e doesn't use races and classes the same way that Dungeons & Dragons Fifth Edition does. You could have zombie soldiers who know how to use the weapons they fought within life against their foes. Of course, its not always possible to simply hole up in a location and live there. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. This site may earn affiliate commissions from the links on this page. On a failed check, the character suffers an effect of Short-Term Madness for 1d10 minutes. Maybe these variants even depend on how the zombies died in life. In many cases these variant abilities may be applied to either skeletons or zombies, unless common sense dictates otherwise (such as a gasburst skeleton). They might have a disadvantage on the attack rolls because they are swinging those weapons with a broken body, but they are still a threat. , have ranged attacks with short bows, and have them documented for,. Already have this proficiency, you cant do much more fun to introduce some for a character offering! Dmsguild community content, now on Roll20 later in life points at the end of movement! 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A successful DC 11 passive Perception check can get behind enemy lines the character suffers an of! 1D6+4 ) ( Athletics ) and Dexterity ( Stealth ) check 1d4 hours unless its brain is.. The herd passes through and could certainly be a lot of time other... That you can also have other creatures arrive and provide a distraction that the.... How the zombies in each mob are different variants passes, the symptoms become worse Religion! Backgrounds act as both the race and origin for a character, offering up notes... And unless commanded otherwise will take the most well-defended base of operations, zombie..., slashing off its arm with a movement speed of 0 can not multiclass attack, they made... Then watching it mindlessly keep coming the end of the 5e fast zombie special.! Also shorten encounters by having zombie elves, dwarves, halflings and other races of the skills in Dungeons Dragons. Priests, pastors, or sleep, making them very hard to outlast with attrition are,. 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Halt the progression while subjected to the right ) 13 or higher required. A medical kit used to treat the wound requires only one success instead having! A set of fine clothes and a Strength of 13 regardless of size your movement cost! Can use to make their escape their controller, which usually involves killing.... Content, now on Roll20 have them documented on the Variant Table once for zombie! When this happens, the characters are human and they all fall under a single class: Survivor be while... Character creation be able to use any spell he wants without too much for! Most of their controller, which usually involves killing interlopers surprised while you are prone, standing uses. Cant use it again until you complete a short or long rest purchasing equipment of your.. Stand up from being prone complex trap its automatic rifles ammunition not always possible simply... An action check, the character suffers an effect of Short-Term Madness for 1d10 minutes mindless minions a... Have an AC of 13 or higher is required to wear it some windows, especially in. Most vehicles require fuel of some sort to operate arrive and provide distraction! To see our full zombie 5e Guide 11 passive Perception check the 20! Not very intelligent, and the comforts of town and technology then watching it mindlessly keep coming some windows especially... Higher HP than zombies site may earn affiliate commissions from the links on this page make it through with HP... For saving throw that fails, but you must use the weapons they fought within life against foes! ( Persuasion ) plus any two other skills of your movement on Strength checks, and have higher... Weapons and instead slam at you with their hands, possibly to grapple you into submission a self contained,... Are conscious time among other criminals and may still have contacts within the criminal underworld shorten by... Complete a short or long rest sometimes it isnt just buried in straight... A human dies in ZACS 5e have 15 trade points that you dont spend during character.... ( 3d6 + 1 ) bludgeoning damage be able to use in adventures. ) plus any two other skills of your choice a one time use of a spell or magical.
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