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.
Pus Sacs. If a Boomer takes piercing damage one of its pus sacks burst and creatures within 5 ft take 1d4 poison damage. if the piercing damage is critical then the boomer uses the attack Explosion. a pus sack also bursts if slashing damage done to it is critical.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Explosion. If the Boomer is in melee range with an enemy it will explode as an action, killing itself in the process, and every creature in a 10 ft. radius must make a DC 13 Dex saving throw or take 15 (3d6 + 3) Poison Damage + 7 (1d8 + 2) Force Damage on a failed save and half as much on a successful save. One a failed save each target must make a DC 13 Con saving throw. On a failure it is poisoned for the next 3 rounds. At the end of a creature's turn it can reroll the saving throw and the poison ends earlier on a success In addition the poison contains pheromones that attract other Zombies. If a target is hit by the poison, every zombie in a 80 ft radius focuses the targets for the next 5 round. The zombies automatically know the location of the targets. The Boomer also explodes if it dies. The poison has no effect on other undead creatures.
Description
Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay. This one is insanely bloated with what looks like pus oozing out of massive balloon sized blisters.
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