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ZOMBYRE

Medium undead, neutral evil

DEFENSE

Armor Class 10 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 20 ft., swim 30 ft.

ABILITY SCORES

STR 16 (+3)DEX 6 (-2)CON 18 (+4)INT 3 (-4)WIS 6 (-2)CHA 5 (-3)

STATISTICS

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 3 (700 XP)

TRAITS

Stench. Any creature that starts its turn within 10 feet of the zombyre must succeed on a DC 14 Constitution saving thorw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the stench of all zombyre's for 24 hours.

Regeneration. The zombyre regains 10 hit points at the start of its turn if it has at least 1 hit point and is touching the waters of the River Styx. If the zombyre takes radiant damage this trait doesn't function at the start of the zombyre's next turn.

Undead Fortitude. If damage reduces the zombyre 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 zombyre drops to 1 hit point instead.

ACTIONS

Multiattack. The zombyre makes two attacks: one with its slam and one with its bite.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 4 (1d8) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.



A zombyre is a living creature drowned in the River Styx and reanimated by the magic of the Stygian waters for some unknown purpose. It is a free-willed, semi-intelligent creature appearing much as a normal zombie, though bloated from its time spent underwater.

Zombyres tend to dwell in packs, loosely organized but seemingly bound together by some unknown force. Some sages speculate this happens when a group of individuals all drown together, such as a group of sailors who perish when their ship sinks. Zombyres tend to stay within the area where they drowned; sometimes making their lair in the very ship that sank beneath the waves and cost them their life. They do not appear to be bound to the area as some undead are to the place where they died. Zombyres are most active at night, rarely venturing onto land during the day. Even nighttime excursions rarely see a zombyre travel more than several hundred feet from the water’s edge. Creatures that venture too close to a zombyre pack are attacked and dragged into the water, where the zombyre pack feasts and dines on the remnants of those so foolhardy.

In battle, groups of zombyres are relentless combatants and generally swarm their opponents, attacking with their powerful fists and diseased bite. Large packs of zombyres have been known to climb aboard anchored ships, pull the crew overboard, and attack them in the Stygian waters where the zombyres are faster and more at home. Such sailors pulled overboard are often times held underwater and drowned.

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