# Dead Walkers Dead Walkers are zombie-like undead creatures that have been cursed with a blood-bourne contagion. If any living creature contracts the disease and perish from their injuries, they rise again as Dead Walkers, cursed to spread the disease far and wide. There is no known cure for the disease.
 
___ ___ > ## Dead Walker >*Medium undead, neutral evil* >___ > - **Armor Class** 12 > - **Hit Points** 37 (5d8 + 15) > - **Speed** 30 ft., burrow 10 ft., climb 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|14 (+2)|16 (+3)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Saving Throws** Con +5, Wis +0 > - **Damage Resistances** necrotic > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned, stunned, unconscious > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** understands all languages it spoke in life but can't speak > - **Challenge** 4 (1,100 XP) >___ > ***Contagion.*** A creature that has been bitten by the zombie must make a DC 15 Constitution saving throw. On a success, the creature is _poisoned_ for the next 1d4 days. On a failure, the creature is afflicted with the zombie virus. Its hit point maximum is reduced by an amount equal to the damage taken and can only be restored by a _greater restoration_ spell or by curing the virus. The target dies if this effect reduces its hit point maximum to 0. If a creature dies this way, the creature returns as a zombie after 1d4 turns. It retains none of its memories, it cannot be resurrected, revived or restored after changing into a zombie. > > ***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. > > ***Loathsome Limbs.*** Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
>
> 1–8: One leg is severed from the zombie if it has any legs left.
> 9–16: One arm is severed from the zombie if it has any arms left.
> 17–20: The zombie is decapitated.
>
>     If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.
>
>     A severed leg is unable to attack and has a speed of 5 feet.
>
>     A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.
>
>     If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.
>
>     The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed. > ### Actions > ***Multiattack.*** The zombie makes three attacks: one with its bite and two with its claws. > > ***Claw.*** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) slashing damage. > > ***Bite.*** _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 3 (1d4 + 1) piercing damage.
DEAD WALKERS by Chris Reynolds
\page ______ ___ > ## Goblin Dead Walker >*Small undead (goblinoid), neutral evil* > >___ > - **Armor Class** 15 (leather armor, shield) > - **Hit Points** 27 (5d6 + 10) > - **Speed** 30 ft., burrow 10 ft., climb 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|14 (+2)|15 (+2)|3 (-4)|6 (-2)|2 (-4)| >___ > - **Saving Throws** Con +4, Wis +0 > - **Skills** Stealth +6 > - **Damage Resistances** necrotic > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned, stunned, unconscious > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** understands Common and Goblin but cannot speak > - **Challenge** 2 (450 XP) >___ > ***Contagion.*** A creature that has been bitten by the zombie must make a DC 15 Constitution saving throw. On a success, the creature is poisoned for the next 1d4 days. On a failure, the creature is afflicted with the zombie virus. Its hit point maximum is reduced by an amount equal to the damage taken and can only be restored by a greater restoration spell or by curing the virus. The target dies if this effect reduces its hit point maximum to 0. If a creature dies this way, the creature returns as a zombie after 1d4 turns. It retains none of its memories, it cannot be resurrected, revived or restored after changing into a zombie. > > ***Loathsome Limbs.*** Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
>
>     1–8: One leg is severed from the zombie if it has any legs left.
>     9–16: One arm is severed from the zombie if it has any arms left.
>     17–20: The zombie is decapitated.
>
>     If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.
>
>     A severed leg is unable to attack and has a speed of 5 feet.
>
>     A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.
>
>     If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.
>
>     The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed. > > ***Nimble Escape.*** The goblin can take the Disengage or Hide action as a bonus action on each of its turns. > ### Actions > ***Multiattack.*** The zombie makes two attacks, one with its bite and one with its claws. > > ***Bite.*** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) piercing damage. > > ***Claw.*** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 3 (1d6) slashing damage.
DEAD WALKERS by Chris Reynolds
\page ___ ___ > ## Duergar Dead Walker >*Medium undead (dwarf), lawful evil* >___ > - **Armor Class** 17 (scale mail, shield) > - **Hit Points** 51 (6d8 + 24) > - **Speed** 25 ft., burrow 15 ft., climb 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|13 (+1)|18 (+4)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Saving Throws** Con +7, Wis +1 > - **Damage Resistances** necrotic > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned, stunned, unconscious > - **Senses** darkvision 120 ft., passive Perception 8 > - **Languages** understands Dwarvish and Undercommon but cannot speak > - **Challenge** 6 (2,300 XP) >___ > ***Contagion.*** A creature that has been bitten by the zombie must make a DC 15 Constitution saving throw. On a success, the creature is _poisoned_ for the next 1d4 days. On a failure, the creature is afflicted with the zombie virus. Its hit point maximum is reduced by an amount equal to the damage taken and can only be restored by a _greater restoration_ spell or by curing the virus. The target dies if this effect reduces its hit point maximum to 0. If a creature dies this way, the creature returns as a zombie after 1d4 turns. It retains none of its memories, it cannot be resurrected, revived or restored after changing into a zombie. > > ***Duergar Resilience.*** The duergar has advantage on saving throws against spells as well as to resist being paralyzed. > > ***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > > ***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. > > ***Loathsome Limbs.*** Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
>
> 1–8: One leg is severed from the zombie if it has any legs left.
> 9–16: One arm is severed from the zombie if it has any arms left.
> 17–20: The zombie is decapitated.
>
>     If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.
>
>     A severed leg is unable to attack and has a speed of 5 feet.
>
>     A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.
>
>     If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.
>
>     The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed. > ### Actions > ***Multiattack.*** The zombie makes two attacks, one with its claw and one with its bite. > > ***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. > > ***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . > > ***Claw.*** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) slashing damage. > > ***Bite.*** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4 + 3) piercing damage.
DEAD WALKERS by Chris Reynolds
\page ___ ___ > ## Orc Dead Walker >*Medium undead (orc), neutral evil* >___ > - **Armor Class** 13 (hide armor) > - **Hit Points** 34 (4d8 + 16) > - **Speed** 30 ft., burrow 10 ft., climb 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|18 (+4)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Saving Throws** Con +6, Wis +0 > - **Skills** Intimidation +3 > - **Damage Resistances** necrotic > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned, stunned, unconscious > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** understands Common and Orc but can't speak > - **Challenge** 4 (1,100 XP) >___ > ***Aggressive.*** As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. > > ***Contagion.*** A creature that has been bitten by the zombie must make a DC 15 Constitution saving throw. On a success, the creature is _poisoned_ for the next 1d4 days. On a failure, the creature is afflicted with the zombie virus. Its hit point maximum is reduced by an amount equal to the damage taken and can only be restored by a _greater restoration_ spell or by curing the virus. The target dies if this effect reduces its hit point maximum to 0. If a creature dies this way, the creature returns as a zombie after 1d4 turns. It retains none of its memories, it cannot be resurrected, revived or restored after changing into a zombie. > > ***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 > > ***Loathsome Limbs.*** Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
>
>     1–8: One leg is severed from the zombie if it has any legs left.
>     9–16: One arm is severed from the zombie if it has any arms left.
>     17–20: The zombie is decapitated.
>
>      If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.
>
>      A severed leg is unable to attack and has a speed of 5 feet.
>
>      A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.
>
>      If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.
>
>      The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed. > ### Actions > ***Multiattack.*** The zombie makes three attacks: one with its bite and two with its claws. > > ***Claw.*** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6 + 4) slashing damage. > > ***Bite.*** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 6 (1d4 + 4) piercing damage.
DEAD WALKERS by Chris Reynolds
\page ___ ___ > ## Troglodyte Dead Walker >*Medium undead (troglodyte), neutral evil* >___ > - **Armor Class** 11 > - **Hit Points** 34 (4d8 + 16) > - **Speed** 30 ft., burrow 10 ft., climb 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|12 (+1)|18 (+4)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Saving Throws** Con +6, Wis +0 > - **Skills** Stealth +3 > - **Damage Resistances** necrotic > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned, stunned, unconscious > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** understands Troglodyte but can't speak > - **Challenge** 4 (1,100 XP) >___ > ***Chameleon Skin.*** The troglodyte has advantage on Dexterity (Stealth) checks made to hide. > > ***Contagion.*** A creature that has been bitten by the zombie must make a DC 15 Constitution saving throw. On a success, the creature is _poisoned_ for the next 1d4 days. On a failure, the creature is afflicted with the zombie virus. Its hit point maximum is reduced by an amount equal to the damage taken and can only be restored by a _greater restoration_ spell or by curing the virus. The target dies if this effect reduces its hit point maximum to 0. If a creature dies this way, the creature returns as a zombie after 1d4 turns. It retains none of its memories, it cannot be resurrected, revived or restored after changing into a zombie. > > ***Stench.*** Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. > > ***Sunlight Sensitivity.*** While in sunlight, the zombie has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > ### Actions > ***Multiattack.*** The zombie makes three attacks: one with its bite and two with its claws. > > ***Claw.*** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) slashing damage. > > ***Bite.*** _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage.

 

 

___ ___ > ## Dire Wolf Dead Walker >*Large undead (beast), neutral evil* >___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 52 (7d8 + 21) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|17 (+3)|17 (+3)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Saving Throws** Con +5, Wis +0 > - **Skills** Perception +5, Stealth +5 > - **Damage Resistances** necrotic > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned, stunned, unconscious > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** — > - **Challenge** 4 (1,100 XP) >___ > ***Contagion.*** A creature that has been bitten by the zombie must make a DC 15 Constitution saving throw. On a success, the creature is _poisoned_ for the next 1d4 days. On a failure, the creature is afflicted with the zombie virus. Its hit point maximum is reduced by an amount equal to the damage taken and can only be restored by a _greater restoration_ spell or by curing the virus. The target dies if this effect reduces its hit point maximum to 0. If a creature dies this way, the creature returns as a zombie after 1d4 turns. It retains none of its memories, it cannot be resurrected, revived or restored after changing into a zombie. > > ***Keen Hearing.*** The zombie has advantage on Wisdom (Perception) checks that rely on hearing. > > ***Pack Tactics.*** The zombie has advantage on an attack roll against a creature if at least one of the zombie's allies is within 5 ft. of the creature and the ally isn't incapacitated. > ### Actions > ***Multiattack.*** The zombie makes two bite attacks. > > ***Bite.*** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 6 (1d4 + 4) piercing damage.
DEAD WALKERS by Chris Reynolds
\page ___ ___ > ## Orog Dead Walker >*Medium undead (orc), neutral evil* >___ > - **Armor Class** 18 (plate) > - **Hit Points** 59 (7d8 + 28) > - **Speed** 30 ft., burrow 10 ft., climb 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|14 (+2)|19 (+4)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Saving Throws** Con +7, Wis +1 > - **Skills** Intimidation +9, Survival +1 > - **Damage Resistances** necrotic > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned, stunned, unconscious > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** understands Common and Orc but can't speak > - **Challenge** 6 (2,300 XP) >___ > ***Aggressive.*** As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see. > > ***Contagion.*** A creature that has been bitten by the zombie must make a DC 15 Constitution saving throw. On a success, the creature is _poisoned_ for the next 1d4 days. On a failure, the creature is afflicted with the zombie virus. Its hit point maximum is reduced by an amount equal to the damage taken and can only be restored by a _greater restoration_ spell or by curing the virus. The target dies if this effect reduces its hit point maximum to 0. If a creature dies this way, the creature returns as a zombie after 1d4 turns. It retains none of its memories, it cannot be resurrected, revived or restored after changing into a zombie. > > ***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 > > ***Loathsome Limbs.*** Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
>
>     1–8: One leg is severed from the zombie if it has any legs left.
>     9–16: One arm is severed from the zombie if it has any arms left.
>     17–20: The zombie is decapitated.
>
>      If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.
>
>      A severed leg is unable to attack and has a speed of 5 feet.
>
>      A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.
>
>      If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.
>
>      The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed. > ### Actions > ***Multiattack.*** The zombie makes three attacks: one with its bite and two with its claws. > > ***Claw.*** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6 + 4) slashing damage. > > ***Bite.*** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 6 (1d4 + 4) piercing damage.
DEAD WALKERS by Chris Reynolds
\page ___ ___ > ## Ogre Dead Walker >*Large undead (giant), neutral evil* >___ > - **Armor Class** 12 (hide armor) > - **Hit Points** 76 (9d8 + 36) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|19 (+4)|3 (-4)|4 (-3)|3 (-4)| >___ > - **Saving Throws** Con +7, Wis +0 > - **Damage Resistances** necrotic > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned, stunned, unconscious > - **Senses** darkvision 60 ft., passive Perception 7 > - **Languages** understands Common and Giant but can't speak > - **Challenge** 6 (2,300 XP) >___ > ***Contagion.*** A creature that has been bitten by the zombie must make a DC 15 Constitution saving throw. On a success, the creature is _poisoned_ for the next 1d4 days. On a failure, the creature is afflicted with the zombie virus. Its hit point maximum is reduced by an amount equal to the damage taken and can only be restored by a _greater restoration_ spell or by curing the virus. The target dies if this effect reduces its hit point maximum to 0. If a creature dies this way, the creature returns as a zombie after 1d4 turns. It retains none of its memories, it cannot be resurrected, revived or restored after changing into a zombie. > > ***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 > ### Actions > ***Multiattack.*** The zombie makes three attacks: one with its bite and two with its claws. > > ***Claw.*** _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 8 (1d6 + 5) slashing damage. > > ***Bite.*** _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 7 (1d4 + 5) piercing damage.
DEAD WALKERS by Chris Reynolds
\page ___ ___ > ## Grick Dead Walker >*Medium undead (monstrosity), neutral evil* >___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 52 (7d8 + 21) > - **Speed** 30 ft., burrow 10 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|17 (+3)|16 (+3)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Saving Throws** Con +6, Wis +1 > - **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned, stunned, unconscious > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** — > - **Challenge** 6 (2,300 XP) >___ > ***Contagion.*** A creature that has been bitten by the zombie must make a DC 15 Constitution saving throw. On a success, the creature is _poisoned_ for the next 1d4 days. On a failure, the creature is afflicted with the zombie virus. Its hit point maximum is reduced by an amount equal to the damage taken and can only be restored by a _greater restoration_ spell or by curing the virus. The target dies if this effect reduces its hit point maximum to 0. If a creature dies this way, the creature returns as a zombie after 1d4 turns. It retains none of its memories, it cannot be resurrected, revived or restored after changing into a zombie. > > **Stone Camouflage.*** The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain > > ***Loathsome Limbs.*** Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
>
>     1–16: One tentacle is severed from the zombie if it has any tentacles left.
>     17–20: The grick is decapitated.
>
>      If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.
>
>      A severed tentacle has a speed of 5 feet and can make one attack on its turn, with disadvantage on the attack roll. As long as the grick has at least two tentacles, it can still make both its tentacle attacks.
>
>      If its head is severed, the zombie loses all attacks and the body falls limp. The severed head & remaining tentacles can still attack but only against a target within range or in its space.
>
>      The zombie's speed is halved if it's missing at least two tentacles. If it loses all its tentacles, it falls prone. With only one tentacle, it can still crawl, but its speed is 5ft. With no tentacles, its speed is 0 feet, and it can't benefit from bonuses to speed. > ### Actions > ***Multiattack.*** The zombie makes two attacks with its tentacles (as long as it has at least two tentacles). If either attack hits, it can make one beak attack against the same target. > > ***Tentacles.*** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) slashing damage. > > ***Beak.*** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage.
DEAD WALKERS by Chris Reynolds