Medium Undead, Neutral Evil
AC 10    Initiative +0 (10)
HP 13 (2d8 + 4)
Speed 20 ft.
Mod Save
STR 15 +2 +2
DEX 10 +0 +0
CON 15 +2 +4
Mod Save
INT 3 −4 −4
WIS 6 −2 +0
CHA 5 −3 −3
Vulnerabilities Radiant
Resistances Necrotic
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 8
Languages Understands the languages it knew in life but can't speak
CR 1/2 (XP 100; PB +2)
Traits

Infection. The zombie carries a magical infectious disease it can spread to living creatures. Creatures immune to the Poisoned condition are immune to this disease.

While infected, a creature has the Poisoned condition, and it's Hit Points maximum is reduced by 3 (1d6) every hour that passes after being infected. If it's Hit Points maximum is reduced to 0 by the disease, it dies, rising 1 hour later as an Infectious Undead hostile to all living creatures. if it dies from another source, it rises 1 hour later all the same.

A Lesser Restoration spell, Remove Curse spell, or similar magic cures an infected creature, which becomes Immune to the disease for 24 hours and has it's Hit Points maximum restored after it finishes a long rest.

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.

Actions

Slam. Melee Weapon Attack : +4 to hit (with Advantage if the target doesn't have all its Hit Points), reach 5 ft., one creature. Hit : 5 (1d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from one of two hand.

Bite. Melee Weapon Attack : +4 to hit (with Advantage if the target doesn't have all its Hit Points), reach 5 ft., one creature. Hit : 5 (1d6 + 2) Piercing damage and 3 (1d6) Poison damage. If the target is a creature, it is subjected to the following effect : Constitution Saving Throw, DC 12Failure : The target becomes infected. Success : The target has Advantage on saving throws against that disease for 24 hours.

Bonus Actions

Feeding Frenzy. The zombie can move up to its speed toward a hostile living creature that it can see.

Description

Theses surprisingly well conserved undeads are the result of a nasty necrotic disease brewed by a necromancer, which they actively carry and transmite through bites and other fluid contacts.

Stronger than your average human, and much more agile and well conserved than your typical undead, theses zombies slowly shamble around aimlessly looking for living prey to devour. When a living creature is seen or smelled, the zombies are driven into a feeding frenzy and pursue their target with a renewed vigor comparable to, or even exceeding, that of the living.

CR 1/2 : DCR 0 - OCR 3

Tactics :

Round 1 : Bonus action move to get as close to prey as possible, then Slam attack and grapple the target

Round 2 & 3 : Bite attack grappled prey

Previous Versions

Name Date Modified Views Adds Version Actions
11/2/2023 11:01:52 PM
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8/18/2024 2:22:36 PM
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1/3/2025 5:29:55 PM
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2/11/2025 9:37:09 AM
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2/11/2025 10:06:52 AM
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2/11/2025 10:16:37 AM
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2/11/2025 11:29:59 AM
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2/11/2025 11:53:12 AM
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10/21/2025 10:09:39 PM
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10/22/2025 9:10:18 AM
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11/23/2025 7:44:39 PM
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11/23/2025 8:02:02 PM
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_Lucanoptek_

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