Thursday, December 8, 2022

Greyhawk Monsters: The Dry Ones

Well met Greyhawk denizens! Today I offer you another 5E monster design of my creation. If you haven't seen my previous entries, check out the Best of Greyhawkery section above. The Dry Ones are based off the quite popular "Drowned Ones" zombies from Greyhawk Adventures. Where they are created by Nerull, these bad boys have another unholy creator. Naturally, these creatures can appear in any arid land of your choosing, but I made them with the Dry Steppes and Ull in mind. Particularly because they are a favorite threat associated with the infamous necromancer-elementalist Abi-Dalzim. whose Horrid Wilting spell surely inspired this new undead. Beware and enjoy!


Legend has it the Dry Ones were created by Incabulos, god of droughts, to spread terror on the steppes and deserts where they roam at night. Desert zombies appear to be typical humanoid undead though instead of rotting bodies, they are gaunt and leathery, unnaturally preserved by the arid environment. In fact, a Dry One can often be mistaken for a normal creature either stumbling around in the dark or laying half-buried in sand during the daytime. Dry Ones are slow but silent and cunning for they are drawn to living creatures with an insatiable need to consume all liquids from their bodies. A creature slain by such unholy desiccation rises as a new Dry One the following night.

Medium undead, neutral evil
Armor Class 11
Hit Points 37 (5d8 + 15)
Speed 20 ft.

STR 14 (+2)
DEX 12 (+1)
CON 16 (+3)
INT 5 (-3)
WIS 6 (-2)
CHA 5 (-3)

Saving Throws Wis +0
Damage Immunities poison
Damage Resistances cold
Damage Vulnerabilities thunder
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Language understands the languages it knew in life but can’t speak
Challenge 1 (200 XP)

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.

Turning Defiance. The desert zombie has advantage on saving throws against effects that turn undead.


Multiattack. The zombie makes two attacks: one slam attack and one desiccating bite attack.

Slam. Melee Weapon Attack: +4 to hit. Reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Desiccating Bite. Melee Weapon Attack: +4 to hit. Reach 5 ft., Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) necrotic damage.

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