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Commoners Commoners (Alphabetical) the Player Handbook Has a Rather Bland Entry for the Zombie

Commoners Commoners (Alphabetical) the Player Handbook Has a Rather Bland Entry for the Zombie

Commoners Commoners (Alphabetical) The Player Handbook has a rather bland entry for the . I feel that zombifying different races should Aarakocra. These avian have retained a result in a variety of zombies! great deal of their former grace, but while their The following are meant to be “commoners” allowing talons are still sharp, their limbs all twitch in you to populate your games with non-human , impairing both walking and flight. Like zombies, or in the case of the Human Guard, at least rotting vultures they will circle around their something more interesting than a farmhand-turned- befouled colony nest, descending horrifically on zombie. trespassers. Many of these entries have a weapon included in their Dragonborn. Once mighty and proud, this zombie stat-block, reflecting either strong martial traditions is now besmirched. The once-bright scales denoting of the race, or emphasizing racial bonuses. Feel free to lineage are now discolored, muddied, and cracked. ignore those though if the weapon doesn't fit the The fearsome breath attack has been similarly story, or you just don't want zombies wielding sullied, spewing forth only a necrotic miasma. weapons. A plain Slam attack is included in each stat- Drow. This zombie is still quiet and lithe, and block just in case. armed with a weapon from its days among the living. Alternatively, these are only zombies wielding The Fey magics that guarded it in life, now protect it weapons... dropping their weapon could be the from holy magics to turn or destroy it. Even in consequence of a natural one for an attack roll, (or undeath, the drow can instinctively draw upon their even the result of a simple miss) could be a magical heritage, surrounding themselves with wonderfully cinematic way to play these brainless dancing lights to confuse their opponents who get to foes in-game. close, though their time underground coupled with their new Undead condition has rendered them For each entry that follows, I have included a brief vulnerable to radiant damage. summary description. This was primarily for you, but you could easily tweak to be descriptions read aloud . Still clad in armor and wielding a mighty at the table. warhammer, this zombies once magnificent beard sags as the flesh looses its purchase on the bones. Even in Undeath, the dwarves are a stubborn folk. . This zombie is still quiet and lithe, and carries the same sidearm it did in life. Now Undead, the Fey magics of its heritage protect it from holy magics meant to turn or destroy it. . Once mischieveous, Undeath now finds this creature without a smirk on its face unless it is laughing off magical attacks. Its mind was its most potent asset in life... while Undeath physically strengthens it... the disparity is too much to make this being truly dangerous. Adventurers should count their blessings. . Lacking an abundance of brains in life, Undeath has not treated this creature well, and it is prone to wandering off without warning. The vivacity of Undeath only goes so far as well, and this creature is small and weak, dangerous only in numbers. Goliath. Used to frigid climates and herculean Samplephysical exertion, these specimensfile are frighteningly tough, and still wield the large, brutal weapons they did in life.

Not for resale. Permission granted to print or photocopy this document for personal use only. Ready-to-Run: Zombies . This small, poor still grins, even in Undeath. Undeath cannot strengthen it more than it has already, though the small being is surprisingly lucky and nimble as it shambles around, menacingly. . This zombie's back is straight, still holding an old lifetime of martial lessons. Though it shambles and twitches now, it's moves are far more effective that of a typical watchman, and its blade no less lethal that it was when blood pumped in its veins. Human Guard. Not all humans are raised unarmed. Indeed, many are slain in battle and raised on the spot; protectors of the population swiftly transformed into menaces to it. Most zombies of this type are armed simply with maces or spears, some may even have shields, though not the presence of mind or coordination to effectively use much in tandem. Anything the shield blocks is purely by chance... or the inept attack of a foolish adventurer! Kenku. The being is atrocious, molting feathers falling away, and its weird, thin bones turn at even odder angles than before. Though, all that is nothing compared to the sounds of its voice. It did not have a quick , or a painless raising. It remembers it all, and with its gift of mimicry, recounts both events repeatedly, screaming and sighing as it did back then. Such outbursts will whittle away anyone's fortitude over time. . Once small and quick, the resilience of Undeath brings little for this being. Still, a keen opportunist streak prevails in this new condition, and fading eyes are eager to spot opportunities to pile on hapless prey. Lizardfolk. Formidable in life, Undeath only seems to have strengthened this fearsome creature. Foregoing weapons, the undead reptilian brain views everything as food, and it is eager to fight everything with tooth and claw. . Fury still swells in the chest of this zombie, pushing it towards its foes even in Undeath. While its lacks the coordination to bring its massive axe up for an overhead strike, the weapon is still sharp, scraping and dragging behind the zombie waiting for momentum to build into a devastating strike. Tiefling. The luster and playfulness is gone. So too is the passion this being was once known for. Smoldering misery is all that remains, begging for true death to release the welling of sorry within its corporealSample form. file

Not for resale. Permission granted to print or photocopy this document for personal use only. Ready-to-Run: Zombies ZOMBIE AARAKOCRA Medium undead, neutral evil

Armor Class 9 Hit Points 30 (4d8 + 12) Speed 15 ft., fly 40 ft.

STR DEX CON INT WIS CHA 13 (+1) 8 (-1) 16 (+3) 3 (-4) 7 (-2) 5 (-3)

Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands all languages it spoke 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.

ACTIONS

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

Sample file ZOMBIE DRAGONBORN Medium undead, neutral evil

Armor Class 11 (natural armor) Hit Points 30 (4d8 + 12) Speed 20 ft.

STR DEX CON INT WIS CHA 15 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 6 (-2)

Damage Resistances necrotic Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands all languages it spoke 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.

ACTIONS

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Breath Weapon. The zombie exhales noxious fumes and bile in a 15-foot cone. Each creature in that area must make a DC 13 Constitution Saving throw, taking 2d6 Necrotic damage on a failed save, and half as much damage on a successful one. Regardless of their draconic ancestry, the damage is Necrotic.

Sample file