Zombie [Template]

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Kobold Zombie
Small Undead
Human Commoner Zombie
Medium Undead
Troglodyte Zombie
Medium Undead
Bugbear Zombie
Medium Undead
Ogre Zombie
Large Undead
Minotaur Zombie
Large Undead
Wyvern Zombie
Large Undead
Umber Hulk Zombie
Large Undead
Gray Render Zombie
Large Undead
Hit Dice: 2d12+3 (16 hp) 2d12+3 (16 hp) 4d12+3 (29 hp) 6d12+3 (42 hp) 8d12+3 (55 hp) 12d8+3 (81 hp)
Initiative: +0 –1 –2 +0 –2 –1 +0 +0 –1
Speed: 30 ft. (6 squares; can’t run) 30 ft. (6 squares; can’t run) 30 ft. (6 squares; can’t run) 30 ft. (6 squares; can’t run) 40 ft. (8 squares; can’t run) 30 ft. (6 squares; can’t run) 20 ft. (4 squares; can’t run), fly 60 ft. (clumsy) 20 ft. (4 squares; can’t run), burrow 20 ft. 30 ft. (6 squares; can’t run)
Armor Class: 13 (+1 size, +2 natural), touch 11, flat-footed 13 11 (–⁠1 Dex, +2 natural), touch 9, flat-footed 11 16 (–⁠2 Dex, +8 natural), touch 8, flat-footed 16 16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16 15 (–1 size, –2 Dex, +8 natural), touch 7, flat-footed 15 16 (–1 size, –1 Dex, +8 natural), touch 8, flat-footed 16 20 (–2 size, +12 natural), touch 8, flat-footed 20 19 (–1 size, +10 natural), touch 9, flat-footed 19 16 (–1 size, –1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +1/–⁠4 +1/+2 +2/+3 +3/+6 +4/+14 +6/+15 +7/+16 +8/+19 +10/+21
Attack: Spear +1 melee (1d6–1/×3) or slam +1 melee (1d4–1) or light crossbow +1 ranged (1d6/19-20) Slam +2 melee (1d6+1) or club +2 melee (1d6+1) Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1) Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2) Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6) Greataxe +10 melee (3d6+7/×3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5) Slam +11 melee (2d6+7) or talons +11 melee (2d6+5) Claw +14 melee (2d4+7) or bite +14 melee (2d8+3) Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)
Full Attack: Spear +1 melee (1d6–1/×3) or slam +1 melee (1d4–1) or light crossbow +1 ranged (1d6/19-20) Slam +2 melee (1d6+1) or club +2 melee (1d6+1) Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1) Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2) Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6) Greataxe +10 melee (3d6+7/×3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5) Slam +11 melee (2d6+7) or talons +11 melee (2d6+5) Claw +14 melee (2d4+7) or bite +14 melee (2d8+3) Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft. 10 ft./10 ft. 10 ft./5 ft. 10 ft./10 ft. 10 ft./10 ft.
Special Attacks:
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +0, Ref +0, Will +3 Fort +0, Ref –1, Will +3 Fort +1, Ref –1, Will +4 Fort +2, Ref +2, Will +5 Fort +2, Ref +0, Will +6 Fort +4, Ref +3, Will +8 Fort +4, Ref +4, Will +9 Fort +5, Ref +5, Will +10 Fort +6, Ref +5, Will +12
Abilities: Str 8, Dex 11, Con —, Int —, Wis 10, Cha 1 Str 12, Dex 8, Con —, Int —, Wis 10, Cha 1 Str 12, Dex 7, Con —, Int —, Wis 10, Cha 1 Str 17, Dex 10, Con —, Int —, Wis 10, Cha 1 Str 23, Dex 6, Con —, Int —, Wis 10, Cha 1 Str 21, Dex 8, Con —, Int —, Wis 10, Cha 1 Str 21, Dex 10, Con —, Int —, Wis 10, Cha 1 Str 25, Dex 11, Con —, Int —, Wis 10, Cha 1 Str 25, Dex 8, Con —, Int —, Wis 10, Cha 1
Skills:
Feats: Toughness Toughness Toughness Toughness Toughness Toughness Toughness Toughness Toughness
Environment: Temperate forests Any Underground Temperate mountains Temperate hills Underground Warm hills Underground Temperate marshes
Organization: Any Any Any Any Any Any Any Any Any
Challenge Rating: ½ ½ 1 2 3 4 4 5 6
Treasure: None None None None None None None None None
Alignment: Always neutral evil Always neutral evil Always neutral evil Always neutral evil Always neutral evil Always neutral evil Always neutral evil Always neutral evil Always neutral evil
Advancement: None None None None None None None None None
Level Adjustment:

KoboldHuman CommonerTroglodyteBugbearOgreMinotaurWyvernUmber HulkGray Render

Zombies are corpses reanimated through dark and sinister magic. These mindless automatons shamble about, doing their creator’s bidding without fear or hesitation.

Zombies are not pleasant to look upon. Drawn from their graves, half decayed and partially consumed by worms, they wear the tattered remains of their burial clothes. A rank odor of death hangs heavy in the air around them.

Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple, such as “Kill anyone who enters this room.”

Creating a Zombie

“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid or reptilian). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the animate dead spell.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the zombie’s size:

Tiny or smaller+0
Small+1
Medium+2
Large+3
Huge+4
Gargantuan+7
Colossal+11

Base Attack: A zombie has a base attack bonus equal to half its Hit Dice.

Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.)

Fine1
Diminutive1d2
Tiny1d3
Small1d4
Medium1d6
Large1d8
Huge2d6
Gargantuan2d8
Colossal4d6

Special Attacks: A zombie retains none of the base creature’s special attacks.

Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.

Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Saves: Base save bonuses are Fort +⅓ HD, Ref +⅓ HD, and Will +½ HD + 2.

Abilities: A zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A zombie has no skills.

Feats: A zombie loses all feats of the base creature and gains Toughness.

Environment: Any land and underground.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:

Hit DiceChallenge Rating
½
1¼
2½
41
62
8-103
12-144
15-165
18-206

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment: —.

Source: Monster Manual (version 3.5), page 265. Corrected zombie kobold attack bonus for crossbow under Attack from +2 to +1. Corrected ogre zombie attack bonus for slam under Full Attack from +6 to +9. Corrected zombie wyvern flying maneuverability from poor to clumsy. Corrected zombie umer hulk touch AC from 0 to 9.