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Plague Zombie

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Plague Zombies

A
zombie — a normal zombie — is one thing. It
will bite you, claw you, and it will give you a
hard time. Things take a real turn for the worse Plague Zombie, Type I
when the zombie in question is a plague Medium undead, neutral evil
zombie. A plague zombie may bite you and then
move on to its next prey, leaving you to suffer Armor Class 9
Hit Points 8 (1d8 + 3)
the doom of the zombei rot disease it carries in Speed 10ft.
its teeth. A pack of plague zombies may very well shred you
into pieces, devouring all but a splash of gore.
   Plague zombies are contagious, vicious, and for the most STR DEX CON INT WIS CHA
part ploddingly slow. Faster breeds exist, both of the plague 14 (+2) 8 (-1) 17 (+3) 3 (-4) 8 (-1) 5 (-3)
zombies as well as the zombie rot disease. A single plague
zombie will seek to spread its zombie rot as fast as possible,
while a pack of plague zombies will switch gears, so to speak, Saving Throws Wis +1
Damage Immunities necrotic, poison
and start a sweeping hunt for food, devouring the flesh of Condition Immunities poisoned
their living humanoid prey. Senses darkvision 60 ft., passive Perception 9
   Plague zombies exist in all states of damage and decay, Languages None
from the freshly-felled to the nearly-skeletal. All are splattered Challenge 1/8 (25 XP)
with gore before too long, either their own or that of their
victims. One constant among the various types of plague Regeneration. The zombie regenerates 4 hit points at
zombies and their diseases is their uniform vulnerability to the start of its turn. If the zombie takes radiant
headshots. An attack that hits a plague zombie squarely in damage or is hit in the head, its regeneration does
the brain will inhibit its unearthly regeneration long enough not function at the start of its next turn. A zombie
for its undead nervous system to go dark forever. only dies if it starts its turn with 0 hit points and
   does not regenerate.
Type I Zombie Rot. Victims of Type I zombie rot must
repeat the initial saving throw after each hour that
passes. With each failed saving throw, the victim’s
hit point maximum is reduced by 1d6. If the victim’s
hit point maximum is reduced to 0 in this way, they
die and rise as a Type I plague zombie in 1d4
minutes.

Actions
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4+2) slashing damage and the
target must succeed on a DC 13 Constitution saving
throw or contract Type I zombie rot.
Fist. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4+2) bludgeoning damage. If this
damage reduces a Medium or smaller creature to 0
hit points and there are four or more plague zombies
adjacent to the target, the zombies rip the creature’s
body into pieces, slaying the creature instantly and
devouring its remains.

PLAGUE ZOMBIES
2
Plague Zombie, Type II Calling Your Shots
Sometimes you want to hit your target in a specific
Medium undead, neutral evil
place, like the head or the knee. In such times, you
Armor Class 12 need only make a DC 10 Dexterity check once you
Hit Points 15 (2d8 + 6) have hit with an attack roll against a target that you
Speed 30ft. can see. If this Dexterity check succeeds, you hit
your target exactly where you desired. If the check
fails, you have landed a successful hit, but failed to
STR DEX CON INT WIS CHA hit the location you were aiming for.
  It is up to the DM to determine the effect of a
14 (+2) 14 (+2) 17 (+3) 3 (-4) 8 (-1) 5 (-3) called shot. A successful called shot on an
opponent’s hand suggests the creature is
Saving Throws Wis +1 disarmed, while a called shot on a knee may
Damage Immunities necrotic, poison suggest the creature is knocked prone.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages None
Challenge 1/4 (50 XP) Plague Zombies vs. Normal Zombies
Regeneration. The zombie regenerates 8 hit points at
When using these zombies, keep in mind that they do not
the start of its turn. If the zombie takes radiant replace the standard zombies presented in the Monster
damage or is hit in the head, its regeneration does Manual, at least not for effects and spells that call upon that
not function at the start of its next turn. A zombie particular monster, or any adventures or sidequests that
only dies if it starts its turn with 0 hit points and involve the normal zombie. It would be hard to predict the
does not regenerate. impact of using a plague zombie in lieu of a normal zombie
when a PC casts the animate dead spell, for instance.
Type II Zombie Rot. Victims of Type II zombie rot   Here is a variant spell for creating plague zombies:
must repeat the initial saving throw after each hour
that passes. With each failed saving throw, the
victim’s hit point maximum is reduced by 2d6. If the
Create Plague Zombie
victim’s hit point maximum is reduced to 0 in this
6th-level necromancy
way, they die and rise as a Type II plague zombie in Casting Time: 1 minute
1d4 rounds. Range: Touch
Components: V, S, M (a vial of filth, and a black diamond
Actions worth at least 1,000 gp for each creature to be animated)
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one Duration: Instantaneous
creature. Hit: 4 (1d4+2) slashing damage and the You touch a humanoid that has been dead for no more than
target must succeed on a DC 13 Constitution saving a minute. The creature rises as a Type I plague zombie under
throw or contract Type II zombie rot. your command.
Fist. Melee Weapon Attack. +4 to hit, reach 5 ft., one   As a bonus action on each of your turns, you can mentally
target. Hit: 4 (1d4+2) bludgeoning damage. If this command any creature you animated with this spell if the
damage reduces a Medium or smaller creature to 0 creature is within 120 feet of you (if you control multiple
hit points and there are four or more plague zombies creatures, you can command any or all of them at the same
adjacent to the target, the zombies rip the creature’s time, issuing the same command to each one). You decide
body into pieces, slaying the creature instantly and what action the creature will take and where it will move
devouring its remains. during its next turn, or you can issue a general command,
such as to guard a particular chamber or corridor. If you issue
no commands, the creature only defends itself against hostile
creatures. Once given an order, the creature continues to
Option: Zombie Sleep follow it until its task is complete.
Plague zombies of all types can enter a state of   The creature is under your command for 24 hours, after
suspended animation that allows them to survive which it stops obeying any command you have given it. To
physical destruction and indefinite periods of time. maintain control of the creature for another 24 hours, you
   While in a state of zombie sleep, zombies are must cast this spell on the creature before the current 24-
incapacitated but immune to everything except hour period ends. This use of the spell reasserts your control
piercing and radiant damage. over up to three creatures you have animated with this spell,
   A zombie requires a full minute to enter or wake rather than animating new ones.
from this slumber and is typically compelled to do
so by environmental conditions or a lack of prey.
  At Higher Levels. When you cast this spell using a spell
slot of 7th level or 8th level, the creature rises as a Type II
plague zombie. When you cast this spell using a spell slot of
9th level, the creature rises as a Type III plague zombie.

PLAGUE ZOMBIES
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The end result of using regeneration rather than damage
resistance means that plague zombies can walk through fire,
Plague Zombie, Type III tumble down a flight of stairs, or even get cut in half and not
Medium undead, neutral evil stop coming after you, unlike the zombies in the Monster
Manual which can be destroyed by a sufficent number of
Armor Class 13 caltrops.
Hit Points 20 (3d8 + 6)
Speed 30ft.
States of Decay
STR DEX CON INT WIS CHA One last option when running plague zombies: rot.
14 (+2) 16 (+3) 15 (+2) 3 (-4) 7 (-2) 5 (-3) Plague zombies are in a constant state of decay,
meaning they can look really bad and smell evne
worse if encountered shortly after their death and
Saving Throws Wis +0 reanimation. Consider assigning plague zombies
Damage Immunities necrotic, poison one of the following four states of decay:
Condition Immunities poisoned 1) Autolysis. The plague zombie still appears
Senses darkvision 60 ft., passive Perception 8 somewhat normal, though discoloration and
Languages None stiffness have already begin to set in. There are no
Challenge 1/2 (100 XP) changes to the plague zombie's game statistics.
2) Bloat. The plague zombie begins to bloat and
Regeneration. The zombie regenerates 10 hit points rupture from the pressure of internal gasses. Its
at the start of its turn. If the zombie takes radiant body is discolored and releases a stench of
damage or is hit in the head, its regeneration does putrefaction like no other.
not function at the start of its next turn. A zombie  Creatures that find the smell of death offensive
only dies if it starts its turn with 0 hit points and are repulsed by the odors and must succeed on a
does not regenerate. DC 10 Constitution check to approach within 10
feet of the plague zombie .
Type III Zombie Rot. Victims of Type III zombie rot
3) Decay. The plague zombie begins to decay as
must repeat the initial saving throw after each
its internal organs liquefy. Any resemblance to their
minute that passes. With each failed saving throw,
former selves is lost, and the plague zombie's skin
the victim’s hit point maximum is reduced by 3d6. If
and flesh begin to slough from its bones. The
the victim’s hit point maximum is reduced to 0 in
plague zombie's speed is reduced by half, and it
this way, they die and rise as a Type III plague zombie
can't benefit from any bonuses to its speed.
in 1 round.
3) Rot. The plague zombie has lost all its internal
organs and other soft tissues. It resembles a
Actions skeleton wrapped in filthy, discolored leather. The
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one plague zombie's speed is reduced to 5 feet, and it
creature. Hit: 4 (1d4+2) slashing damage and the can't benefit from any bonuses to its speed.
target must succeed on a DC 12 Constitution saving
throw or contract Type III zombie rot.
Fist. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4+2) bludgeoning damage. If this
damage reduces a Medium or smaller creature to 0 Variations on Zombie Rot
hit points and there are four or more plague zombies
adjacent to the target, the zombies rip the creature’s Feel free to mix it up when it comes to the speed at which
body into pieces, slaying the creature instantly and zombie rot reduces a victim's hit point maximums, swiftly
devouring its remains. slain victims reanimate as plague zombies.
  Almost all zombies in fiction demonstrate an element of
contagious undeath, but each particular story handles this
Regeneration vs. Resistance differently. Look to your inspirations in zombie fiction and
Zombies in Dungeons & Dragons have histoircally employed find the speed that best suits your campaign, both in terms of
resistances and death-cheats to showcase their undead reducing hit point maximums and the speed of reanimation.
fortitude. Plague zombies use regeneration for two reasons:
1) Damage resistance only works for so long. A thousand
cuts will drop any zombie, and then the cinematics of having
to hit a zombie in the head get lost to the ambiguities of the
combat rules.
2) Regeneration operates conditionally, making it the
perfect mechanism to be interrupted by a hit to the head. See
the sidebar for Calling Your Shots.

PLAGUE ZOMBIES
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