Zombie

Monster Manual (2025) p. 346,

Size
Medium
Type
undead
Alignment
neutral evil
AC
8
Initiative
-2
Hit Points
15 (2d8+6)
Speed
walk 20 ft.
Saving Throws
Wis +0
Immunities
poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft.
Passive Perception
8
Languages
understands Common plus one other language but can't speak
Challenge
1/4
Lineage
Zombie
Environment
planar (shadowfell), underdark, urban
STR
13
+1
DEX
6
−2
CON
16
+3
INT
3
−4
WIS
6
−2
CHA
5
−3

Traits

Proficiency Bonus

+2

Undead Fortitude

If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.

Actions

Slam

Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage.

Other data

description

Zombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.

Zombie: Humanoid zombies usually serve as guardians, servants, or soldiers for evil magic-users. In rare cases, foul magic might result in widespread reanimation of the dead, unleashing hordes of zombies to terrorize the living.