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FateTide Tell Your Story
Mourngul
Large
Zombies
500 lbs
Skirmisher Role
13
150.69

Body
Mind
Soul
Vitality
110 / 110
Armor
13
16
Luck
Walking Speed
40
Jumping Speed
20
Swimming Speed
20
Climbing Speed
20
Nightsight
60
Unhindered Attacks
2
Reach
5
Damage Type Immunity
Immune Status Effect
ST 4 | 10 SP | d7
Skill Roll Adv
Can understand languages, but cannot speak

  • Natural Armor Natural Armor:
  • Natural Armor +3
    48 0 gp


  • Natural Weapon Natural Weapon(s):
  • Bite (2d10)
    146.11
  • Claw (2d8)
    170.78
  • Slam (d6)


  • Passive Ability Passive Abilities:
  • Healthy Body
    5.73 Requires Skill Tier 3 Fortitude
  • Living Weapon (d6)
    Requires Skill Tier 3 Natural Weapon Skill

  • Ability Abilities:
  • Vengeful Scream
  • Frightening Shout
    Requires Skill Tier 2 Frighten
  • Demoralizing Shout
    Requires Skill Tier 3 Frighten

  • Quick Ability Quick Abilities:
  • Shoulder Throw
    19.69 Requires Skill Tier 4 Natural Weapon Skill

  • Attack Ability Attack Abilities:
  • Leaping Attack
    15.82 2400 gp
  • Zombie Fever Strike
    500 gp
  • Palm Burst
    100 gp Requires Skill Tier 2 Natural Weapon Skill
  • Iron Grip
    11.51 500 gp Requires Skill Tier 3 Natural Weapon Skill

  • Free Ability Free Abilities:
  • Undead Fortitude
    1000 gp

  • Reaction Ability Reaction Abilities:
  • Thick Hide Absorption, Adept
    75 Requires Skill Tier 3 Natural Armor Skill


  • Monster Bit Monster Bits:
  • 200 Animal Bone
    0.03 gp
  • 50 Necrotic Essence
    2 gp
  • 200 Rotten Flesh
    0.05 gp

It drags its emaciated frame with elongated arms, nails scraping stone as its hollowed face twists in rage. Each lunge propels it unnaturally fast, skeletal fingers clawing wildly at anything within reach.

Environments: Swamp Underground

Zombies
Creature Sub Type
Undead
Creature Sub Type
200

Zombies are a classic and chilling addition to any campaign. These undead abominations are a staple in the horror genre, and when they shamble onto the scene, players know they're in for a nightmarish challenge.

Origin of Zombies:
In the darkest corners of your world, sinister necromantic magic weaves a ghastly tapestry. It's this dark sorcery that raises the dead to serve as zombies. These vile minions are the twisted puppets of their creator, devoid of fear, hesitation, or any remnant of their former selves.

Unpredictable Creation:
While most zombies are fashioned from the remains of humanoid creatures, the malicious magic can bring any once-living being back to a semblance of life. Sometimes, they rise spontaneously when an area becomes saturated with dark magic. Once turned into a zombie, only the most potent magic can bring them back to the world of the living, such as a powerful resurrection spell.

Dreadful Appearance:
Zombies are a sight to behold, or rather, to be repulsed by. They appear as they did in their final moments, their rotting forms carrying the grotesque wounds that brought about their demise. Warriors might rise from a battlefield, bloated and eviscerated, while peasants claw their way from the ground, infested with maggots and worms. Others may emerge from waterlogged graves or washed ashore, their bodies swollen and reeking after weeks in the water.

Mindless Pursuit:
The unrelenting nature of zombies makes them a relentless foe. They move in the most direct path toward their prey, incapable of understanding obstacles, strategy, or treacherous terrain. A zombie might blindly stumble into a fast-flowing river, clawing at the water's surface as it's battered against rocks, determined to reach foes on the other side. They'll disregard their own safety, walking through fires, wading through acid pools, and mindlessly advancing across fields littered with caltrops.

Simple Obedience:
Zombies possess only rudimentary cognitive abilities. They can follow basic orders and differentiate between allies and adversaries, but that's the extent of their intellect. When armed with a weapon, they use it to menacing effect, but they won't retrieve a dropped weapon or any other tool without explicit command.

In your adventure, when you introduce zombies, the players will find themselves confronting an implacable and gruesome threat. The combination of their relentless pursuit, horrifying appearance, and obedience to dark magic commands will make every encounter with these undead creatures a harrowing experience.

  • Senses Special Senses:
  • Nightsight Nightsight: +60

  • Damage Type Immunity Damage Type Immunity:
  • Poison Poison

  • Immune Status Effect Immune to Status Effect:
  • Moderate Bleeding Bleeding (2d6)
  • Severe Bleeding Bleeding (3d6)
  • Bleeding Bleeding (d4)
  • Drunk Drunk
  • Exhausted Exhausted
  • Food Poisoning Food Poisoning
  • Hungry Hungry
  • Parched Parched
  • Poisoned Poisoned
  • Sleeping Sleeping
  • Slightly Drunk Slightly Drunk
  • Starving Starving
  • Suffocating Suffocating
  • Thirsty Thirsty
  • Unconscious Unconscious

  • Attack Ability Attack Abilities:
  • Zombie Fever Strike
    500 gp

  • Free Ability Free Abilities:
  • Undead Fortitude
    1000 gp

D4
D6
D8
D10
D12
D20
Advantage
Disadvantage
d100
Mod
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Item Information