Medium Undead, Neutral Evil
Armor Class 10
Hit Points 37 (5d8 + 15)
Speed 35 ft.
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws CON +5, WIS +0
Damage Resistances Acid
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 1 (200 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.

Actions

Multiattack. The slime zombie makes two slam attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional slam attack.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. The zombie extends slimy pseudopods from its head, usually from the mouth or eye sockets but occasionally through holes dissolved through its skull when it is near bursting, which bludgeon its target.

Burst. The zombie explodes and is destroyed. Each creature within 5 feet of it must make a DC 12 Constitution saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. A humanoid creature killed by this damage rises as an aberrant jelly after 1 minute.

Description

 

Psychotic Frenzy. Unlike typical zombies, which are ponderous and lumbering stalkers, a slime zombie races quickly toward its prey, eager to weaken its prey and detonate to create more aberrant jelly. Each kill it makes drives it into a fighting frenzy, during which it swells with roiling slime until it bursts, attempting to spread its infection to anyone within range.

Undead. A slime zombie doesn’t require air, food, drink, or sleep.

Dissolving. Slime zombies were not created to last by the Daelkyr.  From when they rise, their forms slowly dissolve as the nacent ooze inside them grows, and if they do not burst within 1d4 weeks of creation, they are unable to hold themselves together and simply fall apart into puddles of acidic goo.  This drives them to find groups of living victims before they expire, as the creation of an aberrant jelly requires the death of a thinking creature.

Hyperluminary

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