
Zombie
Medium undead · CR 1/4 · 50 XP
8 AC · 15 HP
Roll the Zombie
Press a roll button. The dice land here.
The Zombie gets back up, and how hard you hit decides how often
How to run it. 15 Hit Points, AC 8, Speed 20 feet, one Slam at +3 for 1d8 + 1. A +5 attacker hits it 90% of the time. On its own it is a speed bump. In a crowd, in a narrow corridor, it is a clock that keeps ticking.
The rule that matters. Undead Fortitude. When damage drops a zombie to 0, it makes a Constitution save against DC 5 plus the damage taken, and on a success it stays up with 1 Hit Point. Radiant damage and Critical Hits skip the save entirely. Its Con save is +3, so the size of the finishing blow is everything:
| Finishing blow | Zombie gets back up |
|---|---|
| 5 damage | 70% |
| 8 damage | 55% |
| 12 damage | 35% |
| 15 damage | 20% |
| 18 damage | 5% |
A longsword (1d8 + 3) blow that drops it leaves it standing about 58% of the time; a greatsword (2d6 + 3) about 45%. There is no natural-20 rescue on a save, so a big enough hit is a sure kill.
The common mistake is rolling the save in silence. Say it out loud: "it takes the hit, drops, and pulls itself up again." The players learn the rule from the fiction, and the cleric's Sacred Flame suddenly becomes the most wanted spell at the table.
For players. Spend your weak attacks first and your biggest hit last. Chip it to low HP with a dagger, then land the heavy blow, because the save counts the whole blow, not just what was left. Radiant damage ends the argument.
The human angle. Zombie stories are rehearsal. In a 2021 study of 310 people during the COVID-19 pandemic, Coltan Scrivner and colleagues found that fans of "prepper" genres, zombie and apocalypse films among them, were both more prepared and more resilient, and horror fans in general were more resilient. A slow shuffling horde at the table is safe practice for the real feeling of "it keeps coming".
Source: Scrivner, C., Johnson, J. A., Kjeldgaard-Christiansen, J., & Clasen, M. (2021). Pandemic practice: Horror fans and morbidly curious individuals are more psychologically resilient during the COVID-19 pandemic. Personality and Individual Differences, 168, 110397. doi:10.1016/j.paid.2020.110397
Stat block
- Type
- Medium undead, neutral evil
- Armor Class
- 8
- Hit Points
- 15 (2d8 + 6)
- Speed
- 20 ft.
- Challenge
- 1/4 (50 XP), proficiency +2
- Immunities
- poison
- Condition immunities
- Exhaustion, Poisoned
- Senses
- darkvision 60 ft., passive perception 8
- Languages
- Understands Common plus one other language but can’t speak
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 | 6 | 16 | 3 | 6 | 5 |
Zombie odds against your Armor Class
Chance to hit, then average damage per attack once misses and critical hits are counted.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 20 |
|---|---|---|---|---|---|---|
| Slam (+3) | 60% 3.5 dmg | 50% 3 dmg | 45% 2.7 dmg | 40% 2.4 dmg | 30% 1.9 dmg | 20% 1.3 dmg |
Zombie hit points
The stat block uses the average, 15. Rolled, 2d8 + 6 lands anywhere from 8 to 22.
| Hit points | Chance |
|---|---|
| 12 or more | 84% |
| 15 or more | 56% |
| 19 or more | 16% |
| 21 or more | 5% |
Traits
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.
Actions
Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 () Bludgeoning damage.
Other CR 1/4 monsters
Animated Flying Sword
Axe Beak
Blink Dog
Boar
Constrictor Snake
Draft Horse
Dretch
Elk
Giant Badger
Giant Bat
Giant Centipede
Giant Frog
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.