Free interactive D&D 5e SRD stat block

Zombie

Medium Undead, CR 1/4, AC 8, 15 HP. Neutral Evil.

Medium Undead, Neutral Evil

AC
8
Initiative
-2 (8)
HP
15 (2d8+6)
Speed
20 ft.
ScoreModSave
STR 13 +1 +1
DEX 6 -2 -2
CON 16 +3 +3
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 plus one other language but can't speak
CR
1/4 (XP 50; 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: +3, reach 5 ft. Hit: 5 (1d8+1) Bludgeoning damage.

How to run Zombie

A zombie is the encounter you use to teach players that "down" is not the same as "dead." With 15 HP and AC 8 it is trivially easy to drop, but Undead Fortitude means a Con save (DC 5 plus the damage taken) at 0 HP brings it back to 1 unless the damage was Radiant or a critical hit. The first time a player swings their longsword, drops a zombie, and then watches it stand up next round is the moment this monster pays for itself.

Run zombies in groups. A single one is a speed bump. Six of them, walking 20 ft. a turn through a fog or a graveyard, are a horror set piece. Slam is +3 to hit for 5 piercing or bludgeoning, which means each zombie hits about half the time and does light but consistent damage. Have them target whoever the party is trying to protect: the wounded NPC, the unconscious paladin, the wizard who just dropped Sleep on three of them. Zombies do not flank, do not hold actions, and do not assess threats. They walk toward the most vulnerable target in line of sight and slam.

Use the Undead Fortitude save as a pacing tool. The cleric who knows Sacred Flame should feel like the only person in the room making real progress. The radiant immunity loophole, plus crits, plus area Radiant from a Daylight or a Spirit Guardians, are the answer keys you want the party to discover. If a zombie keeps standing back up two or three times, telegraph the rule: "the longsword wound stitches itself shut, and it stands again." The fight should feel grim, not unfair.

Have one zombie in the back wear what looks like a familiar cloak. Let a player roll Insight before they realise it is the missing miller from town two. The horror of zombies is who they used to be.

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

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