Zombies are reanimated dead given unlife by necromantic magic. Their bodies are often decaying and falling apart. Zombies typically have no memory of their former lives and often search for information about their true identities. They eat rotting flesh but prefer brains. While some forms of zombism can be transmitted as a virus, such zombies (or xombies) are “wet” and still living. The zombies described here are “dry;’ risen through necromancy.


Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. A zombie arises as an adult. Zombies don’t age.

Alignment. A zombie has no memory of their previous life, is cautious, and has no moral compass. Most zombies are neutral.

Rarity. Common.

Size. As an animated corpse of another humanoid, your size is Small or Medium.

Speed. Your base walking speed is 25 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness within the same range as if it were dim light. Absent even dim light, this vision is monochromatic.

Living Corpse. You are a humanoid, but your undead nature gives you the following traits.

  • You are immune to disease, and you have resistance to poison damage. Also, you can add your proficiency bonus to saving throws against being poisoned. If you have proficiency in such a saving throw, your proficiency bonus is doubled against being poisoned.
  • You need not breathe.
  • Although you can be healed as if you’re humanoid, and the raise dead spell works on you (returning you to “life” as a zombie), you are otherwise considered to be undead whenever it is detrimental for you.

Regenerate. Whenever you return to your full hit point maximum, any limbs or organs you lost can be reattached or spontaneously regrow.

Relentless. When an effect would put you to sleep or force you to behave in a way you wouldn’t normally behave, you can act normally until the end of your next turn before succumbing to the effect. Also, when you are reduced to O hit points but not killed outright, you can drop to 1 hit point instead. You regain the use of this feature when you finish a long rest.

Shed Limbs. You can willingly remove a limb, losing 1 hit point each time you do. If you do so while grappled, you gain advantage on your next check to escape the grapple. You can also use shed limbs as clubs. Your removed limbs no longer work, unless you reattach them when you return to full hit points. If you shed a leg, your speed is halved, and if you shed all your legs, you fall prone.

Zombie Slam. You deal damage like a feral animal when unarmed, punching or biting your opponent. Your unarmed strikes can deal ld3 bludgeoning damage, and they have the light and finesse weapon properties. You have proficiency with them.

Unnerving Deterioration. If your Charisma is lower than 10, you have proficiency in the Intimidation skill.

Languages. You speak, read, and write Common and one other language, which is most often Shadowtongue.

Section 15: Copyright Notice

Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims

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