Zombie
Medium Undead, neutral evil
50 XP
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
Slam
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Quick Reference
Running This Encounter
Zombies are ideal for establishing a horror atmosphere and testing player resource management through attrition. Their low AC makes them easy to hit, but their decent HP pool means combat can drag on, especially in larger groups. Use them to create tension through sheer numbers rather than individual threat—a shambling horde is far more memorable than a single undead. They're perfect for introducing new players to combat while still providing tactical challenges when combined with other creatures.
Combat Tactics
Zombies mindlessly pursue the nearest living creature at their full speed, prioritizing melee attacks without fear or strategy. They lack self-preservation instincts and will never flee, making them predictable but relentless. Use this predictability to your advantage by positioning them to threaten multiple party members or protect more dangerous allies.
Environment & Setting
Zombies thrive in graveyards, tombs, plague-ridden villages, and dungeons corrupted by dark magic. They're equally effective in urban ruins where tight alleyways limit escape routes and natural barriers provide chokepoints.