Sprinting Zombie (3.5e Creature)

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Sprinting Zombie
Size/Type: Medium Undead
Hit Dice: 2d12+4 (17 hp)
Initiative: +3
Speed: 30ft (6 spaces)
Armor Class: 13, touch 6, flat-footed 11
Base Attack/Grapple: +4/+5
Attack: Claw +4/+4 (1d4+1)
Full Attack: Claw, Claw, Bite (1d4+1/1d4+1/1d6)
Space/Reach: 5ft/5ft
Special Attacks: none
Special Qualities: Living Death, Undead
Saves: Fort +0, Ref +2, Will +4
Abilities: Str 12, Dex 14, Con -, Int 2, Wis 14, Cha 6
Skills: Climb+6, Intimidate+5, Jump+6, Move Silently+2.
Feats: N/A
Environment: Any land above freezing
Organization: Swarm (5-35)
Challenge Rating: 3
Treasure: 1d12 Silver, or 1d2 gold
Alignment: Neutral Evil
Advancement: 3-5 HD (Large)
Level Adjustment: +3
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More information...

You and your party Walk in to the nearby village for rest. But it isn't filled with the company you wanted to see. You see a few old, decayed zombies walking slowly. But, the fresh dead, their muscles and nerves still fresh, are able to run in your direction. There are too many to count, and there is no hope of out running them...

Sprinting zombies are the victims of the Living Death infection. There bodies didn't start to decay yet (too recently dead) so they can run as if they were still alive. Their population is mainly humanoids, But any possible living person (with blood) can become infected, unless a Fortitude save (DC 22) is made.


Their tactics are simple: Charge. They attack the nearest living person in one unforgiving horde. If there is more than one zombie involved, the whole group focuses on one target. Once that target is dead, they move on to the next, and the next, until finally their food supply is gone or out of sight.

Living Death- As an undead, they can infect the living. If they make a successful bite attack, the victim must roll a fortitude save (DC 22) or become infected. After infection, the victim will become sick after 1d12 hours. At that point, the victim will lose 2 constitution, and a gain a permanent -2 to strength and dexterity for being sick. Every hour after being sick, the victim loses 2 constitution. If their constitution ever reaches 0, they die instantly. The victim will then be revived 1d8 minutes later as a sprinting zombie, unless the body is burned or otherwise destroyed. 1d6 days after being revived, the victim's speed is reduced to 20 ft and can't run.

Undead: immune to critical hits, poison, acid, and has damage reduction -4 from blunt weapons.

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