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Swarm of Zombies

Huge swarm of medium zombies (undead), neutral evil

Armor Class 9
Hit Points 38 (4d12 + 12)
Speed 30 ft.

16 (+3) 9 (-1) 17 (+3) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages the languages it knew in life
Challenge 2 (450 XP)


  • Sunlight Sensitivity. While in sunlight, the zombie swarm has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Swarm. The zombie swarm can occupy another creature’s space and vice versa, and it can move through any opening large enough for a Medium zombie. The zombie swarm can’t regain hit points or gain temporary hit points.
  • Undead Fortitude. If damage reduces the zombie swarm to 0 hit points, it must make a Constitution saving throw with a DC of 1 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie swarm drops to 1 hit point instead.


  • Multiattack. The swarm of zombies makes four melee attacks.
  • Improvised Weapon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  • Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.


Wave after Wave. The walking dead raid wilderness settlements, causing absolute chaos. At times, several swarms of zombies will work together.

Resourceful Raiders. Zombies can attack by slamming body parts into their opponents. However, the undead monsters will also pick up objects to use as improvised weapons. Some will even use limbs from other zombies or other humanoids.

Mission Control. Most swarms are mindless and just wander aimlessly. There are also swarms under the control of necromancers or other foul beings.

Undead Nature. A swarm of zombies doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

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