Free interactive D&D 5e SRD stat block

Ogre Zombie

Large Undead, CR 2, AC 8, 85 HP. Neutral Evil.

Large Undead, Neutral Evil

AC
8
Initiative
-2 (8)
HP
85 (9d10+36)
Speed
30 ft.
ScoreModSave
STR 19 +4 +4
DEX 6 -2 -2
CON 18 +4 +4
INT 3 -4 -4
WIS 6 -2 +0
CHA 5 -3 -3
Immunities
Poison, Exhaustion, Poisoned
Senses
Darkvision 60 ft.; Passive Perception 8
Languages
Understands Common and Giant but can't speak
CR
2 (XP 450; PB +2)

Traits

Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.

Actions

Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8+4) Bludgeoning damage. --- # Animals

How to run Ogre Zombie

An ogre zombie is a slow-moving wall of damage that will not stay down. CR 2, 85 HP, AC 8, 30 ft. walk, Slam at +6 for 13 bludgeoning, Undead Fortitude on every drop to 0. The bad AC is a trap; players will hit it constantly and feel like they're winning, then it eats a fireball, drops to zero, makes a DC 5+damage Con save, and stands back up at 1 HP grinning from a freshly torn jaw. Plan the encounter around that beat.

Open in melee or not at all. The zombie has no ranged option and a +6 Perception, so it never surprises a party that's looking. Its job is to occupy the front line and force a decision: concentrate fire to clear the Con save threshold in one hit (high single-hit damage beats DC 5+damage), or chip and let Undead Fortitude eat your action economy. Critical hits and Radiant damage skip the save entirely, so a cleric in the party changes the math. A cleric not in the party makes the zombie genuinely scary.

Position it where retreat hurts the party: a doorway, a bridge, a coffin-lined corridor with no flank. Slam at +6 for 13 average is a real number against any wizard who tries to slip past, and the zombie's Poison and Exhaustion immunities mean standard caster lockouts (Tasha's Hideous Laughter, Hypnotic Pattern) often miss or don't apply. Wisdom save is +0, so Hold Person is the actual answer, and a smart party will find it. Zombies do not flee. They advance until destroyed, then the next one shoulders through the door behind.

Describe the wet creak of a Con save succeeding. Players will flinch harder at the sound of a zombie inhaling at 0 HP than at the slam itself.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →