While working on my latest DMSGUILD product, Creatures of Ravenloft, I kept mis-typing Desert Zombie as Dessert Zombie. I figure I should just make a dessert zombie and give it away……So, here is your free Dessert Zombie for Dungeons and Dragons 5e.
Dessert zombies are created when a cook/chef/bread maker or other humanoid is killed while trying to make others happy through food. These zombies look like normal zombies, but always have a super creepy smile on their face. In addition, they are able to use innate magic given to them by the Domains of Dread. This magic always looks like food being thrown, but mimics normal spells. Anyone that participated in killing the humanoid that became the dessert zombie should do what they can not to ever encounter it. Dessert zombies can smile at them and paralyze them with fear.
Lore
Arcana or History
DC10 | Dessert zombies are very slow in combat. They are created by the domains. |
DC15 | They are able to use innate magic. This magic always looks like food being thrown, but mimics normal spells. |
DC18 | Other than those that killed them, creatures can avoid being attacked by complimenting the food the zombie is throwing at them. They will always attack their killers, attempting to suffocate them with food. |
Dessert Zombie CR 1
Medium undead XP: 200
Armor Class 8
Hit Points 22 (3d8+9)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 6 (-2) 6 (-2) 5 (-3)
Damage Immunities poison
Senses Darkvision 60 ft.; Passive Perception 8
Languages Understands the language they spoke in life, but cannot speak
Slow in Combat. Dessert zombies always act last in combat.
Distractable. A creature can attempt to distract the zombie by complimenting its food. Whenever a creature that speaks the same language the zombie spoke in life compliments the zombie’s food, the zombie must make a DC 12 Wisdom save or be paralyzed until the end of its next turn. A zombie can only be affected by this once per day.
Creepy Smile. When a creature first sees a dessert zombie, it must make a DC 12 Wisdom save or be restrained until the end of its next turn. Those that participated in killing the humanoid that became the zombie have disadvantage, and on a failure are paralyzed until the zombie attacks them for the first time.
Undead Fortitude. If damage reduces the zombie to 0 hit points, 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 hit point instead.
Vengeful. If the target of any action participated in killing the humanoid that became the zombie, all actions that cause damage do an extra 3 (1d6) damage.
Actions:
Smash with Food: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. The target must succeed on a DC 10 Dexterity save or have food shoved into their mouth, taking 5 (1d6+2) damage at the start of their next turn as they struggle for air.
Use Spell: The zombie uses one of its spell actions.
Spell Actions:
The zombie can use one spell action to do the following (these are spells for the purpose of counterspell and other things in your game).
Pie in the Face (cantrip, at will): The zombie throws a pie or other baked good at the face of a creature within 30 ft. The target must make a DC 12 Dexterity save, or take 6 (1d8+2) bludgeoning damage.
Slippery Floor (lvl 1, 1/day): The zombie throws butter, oil, and other slippery baking goods onto the ground in a 20 foot radius, up to 10 feet away. The floor is difficult terrain for all but the zombie.
a DC 12 Dexterity save, or take 6 (1d8+2) bludgeoning damage.
Retribution (lvl 2, 1/day): The zombie targets one creature that participated in killing it. That target must make a DC 12 Wisdom save or begin eating whatever food is at hand, taking no other actions. If no food is in reach, the target moves to the nearest source of food it can see, taking no other actions. If no food is in sight, the target is paralyzed, as it is frustrated it cannot eat. A target that failed its save can repeat the save at the end of each of its turns. In addition, attacks against a target that failed its save have advantage.