Zombie, Juju

Family: Zombies

Medium undead, neutral evil

Armor Class 16 (chain mail)
Hit Points 39 (6d8 + 12)
Speed 30 ft.

20 (+5) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 14 (+2)

Skills Acrobatics +7, Athletics +9
Damage Resistances fire
Damage Immunities cold, lightning, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life but can’t speak
Challenge 3 (700 XP)


  • 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.
  • Magic Resistance. The zombie has advantage on saving throws against spells and other magical effects.


  • Multiattack. The juju zombie makes two Longsword attacks, or one Longsword attack and one Slam attack.
  • Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 +5) bludgeoning damage.


Juju zombies retain memories and talents they had in life, and some even retain their names and personalities. They are most often created by dark rituals but can also be accidently animated when a corpse is slain by powerful necromantic magic. Self-willed, they make difficult undead servants, for their loyalty must be earned, not simply commanded. However, their intelligence and unique skill sets make them terrible foes, and thus excellent bodyguards and lieutenants.

Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

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

This is not the complete section 15 entry - see the full license for this page