ZOMBIES
From somewhere in the darkness, a gurgling moan
is heard. A form lurches into view, dragging one foot
as it raises bloated arms and broken hands. The
zombie advances, driven to kill anyone too slow to
escape its grasp.
Dark Servants. Sinister necromantic magic infuses
the remains of the dead, causing them to rise as
zombies that do their creator's bidding without fear or
hesitation. They move with a jerky, uneven gait, clad
in the moldering apparel they wore when put to
rest, and carrying the stench of decay.
Most zombies are made from humanoid
remains, though the flesh and bones of any
formerly living creature can be imbued with
a semblance of life. Necromantic magic,
usually from spells, animates a zombie. Some
zombies rise spontaneously when dark magic
saturates an area. Once turned into a zombie,
a crea~ure can't be restored to life except by
powerful magic, such as a resurrection spell.
A zombie retains no vestiges of its former self,
its mind devoid of thought and imagination. A
zombie left without orders simply stands in place
and rots unless something comes along that it
can kill. The magic animating a zombie imbues
it with evil, so left without purpose, it attacks any living
creature it encounters.
Hideous Forms. Zombies appear as they did in life,
showing the wounds that killed them. However, the
magic that creates these vile creatures often takes
time to run its course. Dead warriors might rise from a
battlefield, eviscerated and bloated after days in the sun.
The muddy cadaver of a peasant could claw its way from
the ground, riddled with maggots and worms. A zombie
might wash ashore or rise from a marsh, swollen and
reeking after weeks in the water.
Mindless Soldiers. Zombies take the most direct
route to any foe, unable to comprehend obstacles,
tactics, or dangerous terrain. A zombie might stumble
into a fast-flowing river to reach foes on a far shore,
clawing at the surface as it is battered against rocks
and destroyed. To reach a foe below it, a zombie might
step out of an open window. Zombies stumble through
roaring infernos, into pools of acid, and across fields
littered with caltrops without hesitation.
A zombie can follow simple orders and distinguish
friends from foes, but its ability to reason is limited
to shambling in whatever direction it is pointed,
pummeling any enemy in its path. A zombie armed
with a weapon uses it, but the zombie won't retrieve a
dropped weapon or other tool until told to do so.
Undead Nature. A zombie doesn't require air, food,
drink, or sleep. .
'' A F TER BEEK Ol E O , W E C i\. S T liN A NI M /1. TE D E liO S P E ~~
IS C ORP SE. lT WA S FUN FOR A. WHIL E , BUT TH E
~ E D O USE D
ON H
MBI E S TARTED TO S M E Ll REAL BAD , SO\
~;IN 01~ liND SE T IT ON FIRE . BE E K W OU~O 'V E FO UND
T H AT HILA R IOUS ." IEN OSHI P
_ f O NKIN lioOOVPEIIK , O N FR
Armor Class 8
Hit Points 22 (3d8 + 9)
· Speed 20 ft .
STR DEX CON INT WIS CHA BEHOLDER ZOMBIE
13 (+1 ) 6 (-2) 16 (+3) 3 (-4) 6 (- 2) 5 (- 3)
Large undead, neutral evil
Saving Throws Wis +0 Armor Class 15 (natural armor)
Damage Immunities poison Hit Points 93 (lld10 + 33)
Condition Immunities poisoned Speed 0 ft., fly 20ft. (hover)
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but STR DEX CON INT WIS CHA
10 (+0) 8 (- 1) 16 (+3) 3 (-4) 8 (- 1) 5 (- 3)
can't speak
Challenge 1/4 (50 XP) Saving Throws Wis +2
Damage Immunities poison
Undead Fortitude. If damage reduces the zombie to 0 hit Condition Immunities poisoned
points, it must make a Constitution saving throw with a DC Senses darkvision 60ft. , pass ive Perception 9
of 5 +the damage taken, unless the damage is radiant or Languages understands Deep Speech and Undercommon but
from a critical hit. On a success, the zombie drops to 1 hit
point in stead. can't speak
Challenge 5 (1 ,800 XP)
ACT IONS
Undead Fortitude. If damage reduces the zombie to 0 hit
Slam. Melee Weapon Attack: +3 to hit , reach 5 ft., one target. points , it must make a Constitution saving throw with a DC
Hit: 4 (1d6 + 1) bludgeoning damage. of 5 +the damage taken , un less the damage is radiant or
from a critical hit. On a success, the zombie drops to 1 hit
Large undead, neutral evil point in s tead.
Armor Class 8 ACTIONS
Hit Points 85 (9d10 + 36)
Speed 30ft. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 14 (4d6) piercing damage.
STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 18 (+4) 3 (- 4) 6 (-2) 5 (- 3) Eye Ray. The zombie uses a random magical eye ray, choosing
a target that it can see within 60 feet of it.
Saving Throws Wis +0
Damage Immunities poison 1. Paralyzing Ray. The targeted creature must succeed on a
Condition Immunities poisoned DC 14 Constitution saving throw or be paralyzed for 1 minute.
Senses darkvision 60ft., passive Perception 8 The target can repeat the saving throw at the end of each of its
Languages understands Common and Giant but can't speak turns, ending the effect on itself on a success .
Challenge 2 (450 XP)
2. Fear Ray. The targeted creature must succeed on a DC 14
Undead Fortitude. If damage reduces the zombie to 0 hit Wisdom saving throw or be frightened for 1 minute. The target
points , it must make a Constitution saving throw with a DC can repeat the saving throw at the end of each of its turns,
of 5 +the damage taken, unless the damage is radiant or ending the effect on itself on a success .
from a critical hit. On a success, the zombie drops to 1 hit
point instead. 3. Enervation Ray. The targeted creature must make a DC 14
Constitution saving throw, taking 36 (8d8) necrotic damage on
ACT IONS a failed save, or half as much damage on a successful one.
Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one 4. Disintegration Ray. If the target is a creature, it must
target. Hit: 13 (2d8 + 4) bludgeoning damage. succeed on a DC 14 Dexterity savin g throw or take 45 (10d8)
force damage . If this damage reduces the creature to 0 hit
points , its body becomes a pile of fine gray dust.
If the target is a Large or smal ler non magical object or
creation of magical force, it is disintegrated without a saving
throw. If the target is a Huge or larger non magical object
or creation of magical force , this ray disintegrates a 10-foot
cube of it.
316 ZOMlliES
APPENDIX A: MISCELLANEOUS CREATURES
This appendix contains statistics for various animals, AWAKENED TREE
vermin, and other critters. The stat blocks afe organized
alphabetically by creature name. Huge plant, unaligned
APE Armor Class 13 (natural armor)
Hit Points 59 (7d12 + 14)
Medium beast, unaligned Speed 20ft.
Armor Class 12 STR DEX CON INT WIS
Hit Points 19 (3d8 + 6) 19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0)
Speed 30ft., climb 30ft.
Damage Vulnerabilities fire
STR DEX CON INT WIS CHA Damage Resistances bludgeoning, piercing
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2) Senses passive Perception 10
Languages one language known by its creator
Skills Athletics +5, Perception +3 Challenge 2 (450 XP)
Senses passive Perception 13
Languages - False Appearance. While the tree remains motionless, it is
Challenge 1/2 (100 XP) indistinguishable from a normal tree .
ACTIONS AcTIONS
Multiattack. The ape makes two fist attacks. Slam. Melee Weapon Attack: +6 to hit, reach 10ft., one target.
Hit: 14 (3d6 + 4) bludgeoning damage.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) bludgeoning damage. An awakened tree is an ordinary tree given sentience
and mobility by the awaken spell or similar magic.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage. AxE BEAK
AWAKENED SHRUB Large beast, unaligned
Small plant, unaligned Armor Class 11
Hit Points 19 (3d10 + 3)
Armor Class 9 Speed 50 ft.
Hit Points 10 (3d6)
Speed 20ft. STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (- 3)
STR DEX CON INT WIS CHA
3 (-4) Senses passive Perception 10
8 (-1) 11 (+0) 10 (+0) 10 (+0) 6 (-2) Languages -
Challenge 1/4 (50 XP)
Damage Vulnerabilities fire
Damage Resistances piercing ACTIONS
Senses passive Perception 10 Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Languages one language known by its creator Hit: 6 (1d8 + 2) slashing damage.
Challenge 0 (10 XP)
An axe beak is a tall flightless bird with strong legs and
False Appearance. While the shrub remains motionless , it is a heavy, wedge-shaped beak. It has a nasty disposition
indistinguishable from a normal shrub. and tends to attack any unfamiliar creature that
wanders too close.
ACTIONS
Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. OTHER ANIMALS
Hit: 1 (1d4- 1) slashing damage.
A book of this size can't contain statistics for every animal
An awakened shrub is an ordinary shrub given inhabiting your D&D campaign world . However, you can
sentience and mobility by the awaken spell or use the stat block of one animal to represent another easily
similar magic. enough. For example, you can use the panther statistics to
represent a jaguar, the giant goat statistics to represent a
buffalo, and the hawk statistics to represent a falcon .
317
BABOON Bite. Melee W~a#on Attack: +0 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage.
Small beast, unaligned
Armor Class 12 BLACK BEAR
• Hit Points 3 (1d6)
Speed 30ft., climb 30ft. Medium beast, unaligned
STR DEX CON INT WIS CHA Armor Class 11 (natural armor)
8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2) Hit Points 19 (3d8 + 6)
Speed 40ft., climb 30ft.
Senses passive Perception 11
Languages- STR DEX CON INT WIS CHA
Challenge 0 (10 XP) 15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
Pack Tactics. The baboon has advantage on an attack roll Skills Perception +3
against a creature if at least one of the baboon's allies is within Senses passive Perception 13
5 feet of the creature and the ally isn't incapacitated. Languages-
Challenge 1/2 (100 XP)
ACTIONS
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Keen Smell. The bear has advantage on Wisdom (Perception)
Hit: 1 (1d4- 1) piercing damage. checks that rely on smell.
BADGER ACTIONS
Multiattack. The bear makes two attacks: one with its bite and
Tiny beast, unaligned one with its claws .
Armor Class 10 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit Points 3 (ld4 + 1) Hit: 5 (1 d6 + 2) piercing da mage.
Speed 20ft., burrow 5 ft.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target.
STR DEX CON INT WIS CHA Hit: 7 (2d4 + 2) slashing damage.
4 (-3) 11 (+0) 12 (+1) 2 (-4) 12 (+1) 5 (-3)
Sen~es darkvision 30ft., passive Perception 11 BLINK DOG
Languages-
Challenge 0 (10 XP) Medium fey, lawful good
Keen Smell. The badger has advantage on Wisdom (Perception) Armor Class 13
checks that rely on smell. Hit Points 22 (4d8 + 4)
Speed 40ft.
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. STR DEX CON INT WIS CHA
Hit: 1 piercing damage. 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)
BAT Skills Perception +3, Stealth +5
Senses passive Perception 13
Tiny beast, unaligned Languages Blink Dog, understands Sylvan but can't speak it
Challenge 1/4 (50 XP)
Armor Class 12 Keen Hearing and Smell. The dog has advantage on Wisdom
Hit Points 1 (1d4- 1) (Perception) checks that rely on hearing or smell.
Speed 5 ft., fly 30ft.
ACTIONS
STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3 ) Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target .
Hit: 4 (1d6 + 1) piercing damage.
Senses blindsight 60 ft., passive Perception 11
Languages- Teleport (Recharge 4-6). The dog magically teleports , along
Challenge 0 (10 XP) with any equipment it is wearing or carrying, up to 40 feet to
an unoccupied space it can see. Before or after teleporting, the
Echolocation. The bat can't use its blind sight while deafened . dog can make one bite attack.
Keen Hearing. The bat has advantage on Wisdom (Perception) A blink dog takes its name from its ability to blink in
checks that rely on hearing. and out of existence, a talent it uses to aid its attacks
and to avoid harm. Blink dogs harbor a long-standing
hatred for displacer beasts and attack them on sight.
BLOOD HAWK BOAR
Small beast, unaligned Medium beast, unaligned
Armor Class 12 Armor Class 11 (natural armor)
Hit Points 7 (2d6) Hit Points 11 (2d8 + 2)
Speed 10ft., fly 60ft. Speed 40ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 3 (-4) 14 (+2) 5 (-3) 13 (+1) 2 (-4) 9 (-1) 5, (~ 3)
14 (+2) 10 (+0) 11 (+0) 12 (+1)
Skills Perception +4 Senses passive Perception 9
Senses passive Perception 14 Languages-
Languages- Challenge 1/4 (50 XP)
Challenge 1/8 (25 XP)
Keen Sight. The hawk has advantage on Wisdom (Perception) Charge. If the boar moves at least 20 feet straight toward a ·
checks that rely on sight. target and then hits it with a tusk attack on the same turn, the
target takes an extra 3 (1 d6) slashing damage. If the target is a
Pack Tactics. The hawk has advantage on an attack roll against creature, it must succeed on a DC 11 Strength saving throw or
a creature if at least one of the hawk 's allies is within 5 feet of be knocked prone.
the creature and the ally isn't incapacitated.
Relentless (Recharges after a Short or Long Rest). If the boar
ACTIONS takes 7 damage or less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead .
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage. ACTIONS
Taking its name from its crimson feathers and Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
aggressive nature, the blood hawk fearlessly attacks Hit: 4 (ld6 + 1) slashing damage .
almost any animal, stabbing it with its daggerlike beak.
Blood hawks flock together in large numbers, attacking BROWN BEAR
as a pack to take down prey.
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40ft., climb 30ft.
STR DEX CON INT WIS CHA
2 (- 4) 13 (+1) 7 (-2)
19 (+4) 10 (+0) 16 (+3)
Skills Perception +3
Senses passive Perception 13
Languages-
Challenge 1 (200 XP)
Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell.
ACTIONS
Multiattack. The bear makes two attacks : one with its bite and
one with its claws .
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.
Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) s la shing damage.
• •j t \ .'
CAMEL Constrict: Melee Weapon Attack: +4 1 , reaab 5 ft., one
1
Large beast, unaligned creature . 1-ii"t: 6 (,ld8 + 2) bludgeoning damagJ•.' ana the
target is grappled (escape DC 14) . Until this grapple ends,
Armor Class 9 the creature is restrained, and the snake can't constrict
Hit Points 15 (2d10 + 4)
' Speed 50 ft. another target.
STR DEX CON INT WIS CHA CRAB
16 (+3) 14 (+2) 2 (-4) 8 (-1 ) 5 (-3)
8 (-1 ) Tiny beast, unaligned
Senses pass ive Pe rcept ion 9 Armor Class 11 (natura l a rmor)
Languages- Hit Points 2 (1d4)
Cha llenge 1/ 8 (25 XP) Speed 20 ft. , swim 20ft.
ACTIONS STR DEX CON INT WIS CHA
2 (-4) 1 (-5) 8 (-1) 2 (-4)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 11 (+0) 10 (+0)
Hit: 2 (1d4) bludgeoning damage.
Skills Stealth +2
CAT Senses blindsight 30 ft. , pass ive Perceptio n 9
Languages-
Tiny beast, unaligned Challenge 0 (1 0 XP)
Armor Class 12 Amphibious. The crab can breathe air and water.
Hit Points 2 (1 d4)
Speed 40ft., climb 30ft. ACTIONS
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft ., one target.
DEX CON Hit: 1 bludgeoning damage.
STR 15 (+2) 10 (+0) INT WIS CHA
3 (-4) 3 (-4) 12 (+1) 7 (-2)
Skills Perception +3, Stealth +4 CROCODILE
Senses passive Perception 13
Languages- Large beast, unaligned
Challenge 0 (10 XP)
Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 20ft., swim 30ft.
Keen Smell. The cat has advantage on Wisdom (Perception) STR DEX CON INT WIS CHA
checks that rely on smell . 2. (-4) 10 (+0) 5 (-3)
15 (+2) 10 (+0) 13 (+1)
ACTIONS
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Skills Stealth +2
Hit: 1 slashing damage. Senses pass ive Perception 10
Languages-
Challenge 1/2 (100 XP)
CONSTRICTOR SNAKE Hold Breath. The crocodile can hold its breath for 15 minutes.
Large beast, unaligned ACT IONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Armor Class 12 creature. Hit: 7 (1d10 + 2) piercing damage, and the target is
Hit Points 13 (2d10 + 2) grappled (escape DC 12). Until this grapple ends, the target is
Speed 30ft., swim 30ft. restrained, and the crocodile can't bite another target.
STR DEX CON INT WIS CHA
1 (-5) 10 (+0) 3 (-4)
15 (+2) 14 (+2) 12 (+1)
Senses blindsight 10ft., passive Perceptio n 10
Languages-
Challenge 1/ 4 (50 XP)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.
320