Armored Zombie
Medium • Undead • Neutral Evil
Armor Class 17
Hit Points 22 (3d8 + 9)
Speed 20 ft.
Initiative 7 (-3)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 5 (-3) | 17 (+3) | 3 (-4) | 6 (-2) | 5 (-3) |
Saving Throws Con +5
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it spoke in life but can't speak
CR 1 (XP 200; PB +2)

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.
Unusual Nature. The zombie doesn't require air, food, drink, or sleep.
ACTIONS
Greataxe. Melee Weapon Attack: +4, reach 5 ft. Hit: 8 (1d12 + 2) slashing damage.
REACTIONS
Stumble. Trigger: The zombie misses with an attack roll. Response - Strength Saving Throw: DC 12, the attacker. The target is knocked prone. Failure or Success: The zombie is knocked prone and can’t get up this turn anymore.
Armored Zombie
Medium • Undead • Neutral Evil
Armor Class 15
Hit Points 13 (2d8 + 4)
Speed 15 ft.
Initiative 7 (-3)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 5 (-3) | 15 (+2) | 3 (-4) | 6 (-2) | 5 (-3) |
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it spoke in life but can't speak
CR 1/4 (XP 100; PB +2)

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.
Unusual Nature. The zombie doesn't require air, food, drink, or sleep.
ACTIONS
Rusted Battleaxe. Melee Weapon Attack: +3, reach 5 ft. Hit: 5 (1d8 + 1) slashing damage.
REACTIONS
Stumble. Trigger: The zombie misses with an attack roll. Response - Strength Saving Throw: DC 11, the attacker. The target is knocked prone. Failure or Success: The zombie is knocked prone and can’t get up this turn anymore.
Armored Zombie
Medium • Undead • Neutral Evil
Armor Class 18
Hit Points 51 (6d8 + 24)
Speed 20 ft.
Initiative 7 (-3)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 5 (-3) | 19 (+4) | 3 (-4) | 6 (-2) | 5 (-3) |
Saving Throws Con +6
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it spoke in life but can't speak
CR 3 (XP 700; PB +2)

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.
Unusual Nature. The zombie doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The zombie makes two Rusted Greataxe attacks.
Rusted Greataxe. Melee Weapon Attack: +6, reach 5 ft. Hit: 8 (1d12 + 3) slashing damage plus 3 (1d6) poison damage.
REACTIONS
Stumble. Trigger: The zombie misses with an attack roll. Response - Strength Saving Throw: DC 14, the attacker. The target is knocked prone. Failure or Success: The zombie is knocked prone and can’t get up this turn anymore.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
