Zombie (5e Template)
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Zombies are a staple among many campaigns and providing new and exciting types is very easy. Their statistics are simple and allow nearly any fleshy creature to be transformed into an undead monstrosity. Most zombies are unarmored, unless the base creature was reanimated on the battlefield or was outfitted by a warlike necromancer.
AC. As base creature, accounting for their modified Dexterity score.
HP. As base creature, accounting for their modified Constitution score.
Abilities. The zombie's Dexterity score is decreased by 6 (to a minimum of 6), its Constitution score is increased by 2 (to a maximum of 18), and its Intelligence, Wisdom, and Charisma scores become 3, 8, and 5, respectively (unless the base creature's Intelligence, Wisdom, and Charisma scores are lower).
Senses. The zombie gains darkvision out to a range of 60 feet, unless the base creature had superior darkvision.
Damage Immunities. The zombie is immune to poison damage.
Condition Immunities. The zombie is immune to the poisoned condition.
Saving Throws. The zombie gains proficiency with Wisdom saving throws.
Speed. The zombie's speed is decreased by 10 feet.
Languages. The zombie understands all languages it knew in life, but can't speak.
Skills. The zombie loses all its skill proficiencies.
Alignment. The zombie's alignment changes to neutral evil.
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.
Other Traits. The zombie loses any trait, such as Amphibious, that assumes a living physiology. The zombie cannot cast spells and loses all spell slots. At the GM's discretion, traits that would be harmful to undead no longer affect undead.
Undead Nature. A zombie doesn't require air, food, drink, or sleep.