Zombie, Fever

Family: Zombies

Medium undead, chaotic evil

Armor Class 8 (natural armor)
Hit points 22 (3d8 + 6)
Speed 20 ft.

15 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Common but can’t speak
Challenge 1 (200 XP)

Special Traits

  • Aggressive. As a bonus action, the fever zombie can move up to its speed toward a hostile creature that it can see. Smell Sentience. The fever zombie can smell the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
  • 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


  • Multiattack. The fever zombie makes two attacks, only one of which can be a bite attack.
  • Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Instead of dealing damage, the fever zombie can grapple the target (escape DC 12).
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target’s turns, it must repeat the save, taking 3 (1d6) poison damage on a failed save, or ending the effect on itself on a successful one. Disturbing Feast. The fever zombie feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each living creature within 60 feet of the fever zombie and able to see it must succeed on a DC 14 Wisdom saving throw or be frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the fever zombie’s Disturbing Feast for the next 24 hours.


This shuffling, groaning undead has pale skin and sniffs the air.

These zombies have but one goal: to eat brains.

Section 15: Copyright Notice

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

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