Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium zombie- though it will take a full movement turn to do so. Additionally, the horde is immune to any spell or effect that would alter its form.
Reactive. The horde can take one reaction on every turn in combat.
Undead Fortitude. If damage reduces the horde to 0 Hit Points, it must make a Constitution saving throw with a 5+ half the damage taken, unless the damage is radiant or from a critical hit. On a success, the horde drops to 0 hit points, then regains 22 hit points as several zombies previously thought dead rise to fight again.
Multiattack. The horde makes two slam attacks, or one slam attack if the horde has half its hit points or fewer.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8(2d4 + 4) piercing damage, or 1d6+2 if it has half its hit points or fewer.
Crossbow. Ranged Weapon Attack: +5 to hit, range 3 hexes, one target. Hit: 20 (2d6 + 4) piercing damage, or 1d6+2 if it has half its hit points or fewer.
Volley. If the Unit has not moved this turn, it may prepare a volley. The Unit launches a volley of bolts at a point within 150 feet of it. Each creature of the Unit's choice in a single hex must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the Unit has half its hit points or fewer. On a successful save, it takes half as much damage.
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