Zombie, Goblin

Family: Zombies

Small undead, neutral evil

Armor Class 11 (leather armor)
Hit Points 13 (3d6 + 3)
Speed 15 ft.

13 (+1) 10 (+0) 12 (+1) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages can’t speak but understands the languages it knew in life
Challenge 1/4 (50 XP)


  • Undead Fortitude. If damage reduces the zombie goblin 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 goblin drops to 1 hit point instead.


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.


Pound for pound, zombie goblins might be the least effective zombies, but necromancers looking to cut costs or those who lack access to large numbers of human zombies often choose this route. Goblin shamans who work with the materials they have often have large numbers of zombie goblin servants. Either way, they are weak individually but dangerous in greater numbers. Even a mediocre wannabe dread lord can bring dozens of the things to battle.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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