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.
Creepers stealth. If moving at a speed of less than 20 ft and is at least lightly obscured, it gets an extra +3 to stealth checks.
Stealth attack. If left undetected, when a creeping zombie makes a melee attack, the target takes an extra 2d6 damage of the attack's damage type.
Assassin. The creeping zombie has all the traits of a level 3 Assassin (rogue) other from thieve's cant.
Sneaky. The creeper zombie has advantage on stealth checks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Description
The creeping zombie can be created when the necromancer that created it strips it of most of it's weight, including things like body fat and viscera. The result is a very light creature capable of walking without sound. Usually a necromancer will imbue the zombie with higher intelligence, allowing it to take advantage of it's light steps. They are usually sent on assassination missions, lurking in the shadows to stalk it's quarry.
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