Medium Undead, Neutral Evil
Armor Class 9
Hit Points 56 (8d8 + 20)
Speed 20 ft.
STR
16 (+3)
DEX
6 (-2)
CON
18 (+4)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws CON +6, WIS +0
Damage Resistances Cold, Fire, Lightning, Necrotic, Psychic
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 2 (450 XP)
Proficiency Bonus +2
Traits

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.

Spectral Hit. Corpsefire adds a random magical effect to each of his Slam attacks.

   1. Fire. Add 3 (1d6) fire damage to every creature within 5 feet of Corpsefire.
   2. Cold. Add 3 (1d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or its movement speed is halved, and it can't take reactions or bonus actions for 1 minute.
   3. Lightning. Two bolts of lightning leap from the target to two other target within 15 feet. A target can be a creature or an object and can be targeted by only one of the of the bolts. Each target must make a DC 15 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save or half as much on a successful one.
   4. Necrotic. Add 7 (2d6) necrotic damage and Corpsefire regains hit points equal to the necrotic damage dealt. There is no limit to the hit points that can be gained this way.
   5. Poison. Add 3 (1d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
   6. Psychic. Add 3 (1d6) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be blinded for 1 minute.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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. Unlike other zombies, Corpsefire was granted spectral powers by the beings that resurrected him and placed him within the Den of Evil for their own nefarious reasons.

Habitat: MountainUnderdarkUrban

AndrewKFM

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