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Zombie Family
GMM's rotting-corpse base classes — reskins and variants built on shared zombie AI, each with its own signature death effect or gimmick. This page covers the currently documented members; more zombie variants exist in GMM and will be added here over time.
Source: D&D 5e (Ogre Zombie) / Pathfinder plague zombie
HP: 30 | Attack: 4 | Armor: 2 | Speed: slow
A swollen, plague-bloated zombie — slower than a normal zombie, but hits harder and doesn't go down easy. It's what happens after it dies that makes it dangerous.
Killing a Bloater in melee range is a mistake — its death rupture releases a lingering cloud of poison (and sometimes hunger/nausea) that clings to the area, plus a couple of loose zombie-arm shrapnel pieces flung from the corpse. Better to finish it from range or fall back the moment it's about to go down.
- Death rupture — bursts into a shrinking poison gas cloud on death; immune to its own gas.
- Arm-fling — a couple of severed arms launch loose from the corpse at death as harmless-looking but startling shrapnel.
- Spore miasma — a faint particle haze seeps off it while still alive, an early warning it's a plague carrier before it ever dies.
- Targets villagers as well as players.
Swamps, sewers, dungeons.
Source: Dungeons & Dragons 5e Monster Manual
HP: 53 | Attack: 4 | Speed: normal (zombie-paced)
A gaunt, ashen undead — bare-chested, jaw locked open in a permanent silent scream, head twitching in short jerky snaps. It doesn't fight like a brawler. It fights with its stare.
Hold eye contact too long and its Death Gaze charges up — break line of sight, look away, or back out of range before it fires, or you'll be dropped to the brink of death. A carved pumpkin worn as a helmet blocks the gaze entirely (the same trick that wards off an Enderman).
- Death Gaze — a sustained-stare attack that only goes off if you hold eye contact through its full charge.
- Withering Gaze — a ranged necrotic bolt it can fire without needing eye contact.
- Aura of Annihilation — while its gaze is charging, black smoke rises from the ground in a ring around it; standing inside that ring while it charges bleeds you with necrotic damage.
- Sunlight-sensitive — takes severe bonus damage in daylight and panics toward shadow when burning.
A rare, dangerous find — dark places only: deep dark, dripstone caves, dark forests. Not a common roamer.
Source: Dungeons & Dragons
HP: 41 | Attack: 4 | Armor: 2 | Speed: normal
An elite undead that kept its wits — it fights like a person, wields a real weapon, and commands lesser undead into the bargain.
Every hit it lands drains your life: it saps your maximum health (a stacking wither that shrinks your health bar the longer the fight drags) and heals itself for part of the damage it deals — so a prolonged slugfest actively feeds it. On top of that it's a commander: it can conjure fresh undead thralls and dominate existing nearby mobs into serving it, and it usually turns up already escorted by a small guard. Some carry a sword (and maybe a shield they'll raise to block); others carry a bow and kite you from range.
- Life-drain bite — landed hits stack a temporary maximum-health drain on you and heal the Wight for part of the damage dealt.
- Summon thralls — conjures new undead minions, permanently bound to it (up to a shared cap).
- Enthrall — dominates an existing nearby mob into serving it, sharing that same thrall cap.
- Weapon-swap — spawns with either a sword (a portion also carrying a shield they raise to block) or a bow for ranged fire.
- Escorted spawns — usually arrives already accompanied by a small guard.
- Sunlight-sensitive — burns in direct daylight and flees toward shade.
A rare find in dark forests, the deep dark, and dripstone caves.