Zombie Devil (Chainsaw Man Supplement)
Zombie Devil[edit]
Large fiend (Devil), chaotic evil Armor Class 13 (natural armor)
Saving Throws Str +4, Con +3 Unbreakable Control. The zombies created by you are immune to any abilities that would control their minds or movements, they’re immune to psychic damage. Devil Power Usage. The Zombie Devil has 4 Usages. Dread Tiers. The Zombie Devil has 150 Dread Tiers. Zombie Contract. When the Zombie Devil makes a contract with a human and gives them its “power” they are turned into a zombie, as per “Zombie Creation”. Of course you may choose to give them your features as normal, but if the contract isn’t specific enough to dictate which feature you will give them, you may turn them into a zombie. Hard to Kill. When the Zombie Devil would be dropped to 0 hit points it is instead reduced to 1, it may use this feature an amount of times equal to half of your proficiency bonus(rounded down) per long rest. Tentacles. The Zombie Devil may replace attacks in an attack action with a grapple and may use its rabid strikes and grapples with a range of 30 feet. Additionally the Zombie Devil may throw medium or smaller things with its tentacle, first they must be grappled, then replacing an attack in an attack action it may throw them within 60 feet at a target, make an attack roll against the targets AC, both the thrown object or creature and target will take 1d6 damage per 10 feet travelled, plus your Strength modifier. This counts as a natural weapon attack that the Zombie Devil are proficient in, it uses strength. Additionally the Zombie Devil’s tentacles are limbs, treating them as arms. ACTIONSMultiattack. The Zombie Devil can make two Rabid Strike attacks, it can replace these with its tentacles. Rabid Strikes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (d6+2) piercing damage. BONUS ACTIONSRabid Strikes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (d6+2) piercing damage. Regeneration. The Zombie Devil may spend a number of blood points up to its Charisma modifier every blood spent It will regain a d4 worth of hit points or regenerate a missing limb. Zombie Creation. As a bonus action for 1 use, you may resurrect a dead human within 30 feet into a zombie, the Zombie Devil may have 2 zombies, they may be controlled as a bonus action and they gain the following benefits.
Unarmed Strike. Their unarmed strikes will now deal 1d8 + its Strength modifier bludgeoning damage unless it did more than that before its transformation. They are considered proficient with their unarmed strikes. Bite. They can bite their target and deal 1d4 + its Strength modifier piercing damage(unless they had a bite attack that already did more than that). They are considered proficient with this attack. If they hit another humanoid with this attack and said humanoid is below 1/4th of their hit points, the humanoid must make a Constitution saving throw. On a failure, they become another one of your zombies as per “Zombie Creation”. If a creature is turned into a zombie before they die, via a bite, then they will not regain half of their maximum hit points and will instead have their hp set to what it was before the attack that turned them into a zombie. REACTIONSRegeneration. The Zombie Devil may spend a number of blood points up to its Charisma modifier every blood spent It will regain a d4 worth of hit points or regenerate a missing limb. |
The Zombie Devil is 3 Levels in the Devil class The Zombie Devil uses the improved durability rule. |
Back to Main Page → 5e Homebrew → Campaign Settings → Chainsaw Man (5e Campaign Setting) → NPCs (Chainsaw Man Supplement)