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Zombie, Void

Family: Zombies

Medium undead, neutral evil

Armor Class 13 (natural armor)
Hit Points 55 (7d8 + 21)
Speed 20 ft.

14 (+2) 6 (-2) 16 (+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 understands the languages it knew in life but can’t speak
Challenge 2 (450 XP)


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


  • Void Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage plus 7 (2d6) necrotic damage.


Many magical practitioners dabble in necromancy, and those who dwell in the Void are no different. Commonly referred to as void zombies, they are the backbone of most necromantic forces, making up for lack of strength with greater numbers.

The void zombie however is a powerhouse even on their own. Infused with the power of the Void, they have been the end of many adventurers who thought they knew all there was to know about the walking dead.

Power of the Void. The Void itself fuels these zombies, making them more powerful, harder to hit, and even increasing the power of their hits as they channel the cold power of the Void as well as the power of death and decay against the targets their masters send them against.

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Traps, Trammels, and Triggers Copyright 2021, Grim Press; Trevor Armstrong

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