Zombify Everything: Aarakocra, Aboleths, Angels, Ankhegs, and Azers as Zombies in 5e D&D

angel-zombie for D&d 5e

You know what we need more of in Dungeons & Dragons Fifth Edition? Zombies!

So without any further ado… here are 5 new zombies just for you!

These are free for you to use in your fifth edition Dungeons & Dragons campaigns. Just not commercially. And the art isn’t mine. Borrowed!

 

aarakocra zombie for Dungeons & Dragons fifth edition

Aarakocra Zombie

Medium undead, neutral evil


Armor Class 9

Hit Points 21 (3d8 + 9)

Speed 10 ft., fly 40 ft.


Abilities Str 13 (+1), Dex 8 (-1), Con 16 (+3), Int 3 (-4), Wis 6 (-2), Cha 5 (-3)


Saving Throws Wis +0

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 8

Languages understands Aarakocra and Auran but can’t speak

Challenge 1/4 (50 XP)


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

Talon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Dive Bomb. If the zombie is flying and dives at least 30 feet straight toward a target, the target must succeed on a DC 9 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. In addition, regardless of whether the zombie hit the target or not, the zombie falls prone into a space within 5 feet of the target and takes 10 (3d6) bludgeoning damage.

 

aboleth zombie for D&D 5e

Aboleth Zombie

Large undead, neutral evil


Armor Class 16 (natural armor)

Hit Points 135 (18d10 + 36)

Speed 5 ft., swim 30 ft.


Abilities Str 21 (+5), Dex 6 (-2), Con 15 (+2), Int 3 (-4), Wis 8 (-1), Cha 5 (-3)


Saving Throws Wis +2

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 9

Languages understands Deep Speech but can’t speak

Challenge 6 (2,300 XP)


Mucous Cloud. While underwater, the zombie is surrounded by a transformative mucus. A creature that touches the zombie or that hits it with a melee attack while within 5 feet of it must make a DC 13 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can’t regain hit points.

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 two tentacle attacks.

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes mottled and gray, the creature can’t regain hit points, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. The creature’s hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the disease reduces the target’s hit point maximum to 0, the target dies, and it becomes a zombie.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

 

angel-zombie for D&d 5e

Angel Zombie

Medium undead, neutral evil


Armor Class 14 (natural armor)

Hit Points 135 (16d8 + 64)

Speed 20 ft., fly 60 ft.


Abilities Str 18 (+4), Dex 12 (+1), Con 18 (+4), Int 3 (-4), Wis 13 (+1), Cha 5 (-3)


Saving Throws Wis +0

Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 120 ft., passive Perception 11

Languages understands all languages but can’t speak

Challenge 7 (2,900 XP)


Magic Resistance. The zombie has advantage on saving throws against spells and other magical effects.

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 two melee weapon attacks.

Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Necrotic Touch (3/day). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 2) necrotic damage. In addition, the target must succeed on a DC 15 Constitution saving throw, or suffer from one of the following random effects which last 1 hour and can be removed with a lesser restoration spell or similar magic. A creature can only be affected by one of these effects at a time:

  1. The target is cursed. While cursed, the target has disadvantage on Constitution checks and saving throws.
  2. The target is cursed. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  3. The target is diseased. While diseased, the target can’t regain hit points.
  4. The target is poisoned.
  5. The target is blinded.
  6. The target is deafened.

 

ankheg-zombie

Ankheg Zombie

Large undead, unaligned


Armor Class 12 (natural armor), 9 (while prone)

Hit Points  53 (6d10 + 18)

Speed 20 ft., burrow 5 ft.


Abilities Str 17 (+3), Dex 6 (-2), Con 16 (+3), Int 1 (-5), Wis 6 (-2), Cha 5 (-3)


Saving Throws Wis +0

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 8

Languages

Challenge 2 (450 XP)


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

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the zombie can bite only the grappled creature and has advantage on attacks rolls to do.

Acid Spray (Recharge 5-6). The zombie spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

 

zombie-azer

Azer Zombie

Medium undead, neutral evil


Armor Class 12 (natural armor)

Hit Points  45 (6d8 + 18)

Speed 20 ft.


Abilities Str 17 (+3), Dex 6 (-2), Con 16 (+3), Int 3 (-4), Wis 6 (-2), Cha 5 (-3)


Saving Throws Wis +0

Damage Immunities poison, fire

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 8

Languages understands Ignan but can’t speak it

Challenge 1 (200 XP)


Heated Body. A creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons. When the zombie hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The zombie sheds bright light in 10-foot radius and dim light for an additional 10 feet.

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

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage plus 3 (1d6) fire damage.

 

Thanks for reading!

These were pretty simple to make, and I had some fun with a few of them, especially the aarakocra and its dive bomb attack (lol!), and the angel’s negative energy attack in place of its normal heal attack.

Next up, I’ll be covering the B’s with basilisks, behirs, bugbears, and bullywugs.

See you then!

3 thoughts on “Zombify Everything: Aarakocra, Aboleths, Angels, Ankhegs, and Azers as Zombies in 5e D&D

    1. Hey Matt! Thanks for the reply!

      For pingbacks, just make sure you tag me first in your content with something relevant. And then I’ll add it back to your pingback link shows up in your comments. 🙂

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