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Ogre Zombie

Large Undead, neutral evil

CR 2

450 XP

AC: 8
HP: 85 (9d10+36)
Speed: walk 30 ft.
Senses: darkvision 60 ft., passive Perception 8
Languages: understands Common and Giant but can't speak
STR
19
+4
DEX
6
-2
CON
18
+4
INT
3
-4
WIS
6
-2
CHA
5
-3

Special Abilities

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

Morningstar

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Quick Reference

Challenge: CR 2
Type: Undead
Size: Large
Alignment: neutral evil
Best for party of 4 at level 3-4

Running This Encounter

The Ogre Zombie is a shambling, mindless brute that serves well as a solo threat or minor henchman for a necromancer. Position it in cramped spaces where its size creates tactical challenges, and use its high HP to create a war-of-attrition scenario. Remember it has no intelligence or tactics—it simply attacks the nearest target each round with relentless aggression. Consider pairing it with intelligent undead or living allies who can coordinate attacks.

Combat Tactics

The Ogre Zombie mindlessly charges and attacks the nearest enemy using its Greatclub, dealing heavy damage (2d10+4). It has no ability to strategize, disengage, or retreat, making it predictable but dangerous due to raw damage output and durability.

Environment & Setting

Dungeons, crypts, and graveyards where a necromancer might animate fallen ogres. Narrow corridors or ruined halls limit party mobility and force engagement with the creature.

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