Keen Perception. The giant has advantage on Wisdom (Perception) checks that rely on smell and sight
Numbing Aura. Any creature that starts its turn within 10 feet of the zombie must make a DC 18 Constitution saving throw. Unless the save succeeds, the creature can't attack or take a bonus action on that turn.
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, fire or from a critical hit. On a success, the zombie drops to 1 hit point instead
Multiattack. The zombie makes two melee weapon attacks.
Morningstar. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage.
Hurl Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.
Misty Cloud. The zombie emits a 30 foot tall and wide misty cloud. While inside the cloud the zombie has advantage on melee attack rolls, enemies have disadvantage on melee and ranged attacks when inside the cloud and when making ranged attacks into the cloud.
Description
Being raised by a powerful necromancer these undead giants keep their strength and constitution, but lose all mind and acrobatic skills. These zombies can't be raised in any other way expect from a powerful necromancer or necromantic power. Only the mage that raised this zombie can control it and if the mage is killed or sent to another plane the zombie will stop attacking unless attacked.
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