Zombie, Blood

Family: Zombies

Medium undead, chaotic evil

Armor Class 12 (natural armor)
Hit points 22 (3d8 + 6)
Speed 30 ft.

15 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 5 (-3)

Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 7
Languages Common
Challenge 1/2 (100 XP)

Special Traits

  • 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


  • Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Instead of dealing damage, the blood zombie can grapple the target (escape DC 12). Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the blood zombie, incapacitated, or restrained. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the blood zombie regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


This shambling undead is hunched over, with glazed eyes and a feral sneer on its lips.

Created by bloodwinds, these zombies move quickly when they wish. They can speak and are fully interactive – interactive enough that they enjoy drinking the blood of the living. Bloodsucking zombies run around at high speed, eager to drink whatever slow-moving, blood-filled creature they can get their hands on.

Section 15: Copyright Notice

5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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