Zombie, Blood

The bloody corpse shambles onward, its footsteps easy to follow. It is feared and ruthlessly hunted by the forces of light.

A blood zombie has been infused with necromantic magic that gives it a semblance of life. A coating of flowing blood covers the zombie, making it appear as though a shower of crimson constantly pours down its body.

Vampire Toys. Vampires find blood zombies highly entertaining and faintly obscene—but cannot seem to resist touching, licking, or even draining the creatures of some quantity of blood.

Servants of Blood Cults. Not surprisingly, blood zombies are often created to serve blood mages, priests of blood cults, or dark temples. In these cases, the blood zombies are often marked with an unholy symbol or compelled to participate in dark sacrifices.

Undead Nature. The blood zombie doesn’t require air, food, drink, or sleep.

Blood Zombie

Medium undead, neutral evil
Armor Class 10 (natural armor)
Hit Points 51 (6d8 + 24)
Speed 20 ft.
16 (+3) 6 (-2) 18 (+4) 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)

Blood Drain. A creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage and the zombie gains temporary hp equal to that amount as it drains blood from the victim. If the zombie takes radiant damage or damage from a magic weapon, this trait doesn’t function at the start of the zombie’s next turn, although it retains any temporary hp it previously gained. It can add temporary hp gained from this trait to temporary hp gained from its slam attack. Its temporary hp can’t exceed half its maximum hp.

Undead Fortitude. If damage reduces the zombie to 0 hp, 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 hp instead.


Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 4 (1d8) necrotic damage. The zombie gains temporary hp equal to the necrotic damage taken.

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