Medium Undead, Neutral Evil
Armor Class 8
Hit Points 1 (3d8 + 9)
Speed 20 ft.
STR
13 (+1)
DEX
12 (+1)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
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 1/4 (50 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the zombie to 0 or less 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.

Infect. Upon a successful bite attack, the creature has to make a strength, dexterity or a constitution saving throw with DC 11 to resist the infection. On a fail, the creature loses 1 permanant HP after every long rest and when the creature's HP drops to 0, the creature dies and is emediatly brought back as a zombie. Also, if the creature falls uncontious while being infected, the creature gets 2 death save fails and turns into a zombie upon death. If the creature does not have armor, upon a bite attack it can only make a constitution save. Target can only save themselves after being infected by cutting of the bitten limb before the first long rest or by casting a Greater Restoration spell on themselves.

Horde. When a loud noise is made within 100 ft. of the zombies in an infested area, 3 (1d4 +1) zombies will start approaching the source. If a very loud sound is made, 5 (1d8 + 1) zombies within 200 ft. start moving towards the source at double speed.

Mind Crumbling. After every round while within 30 ft. of the zombie, you have to make a DC 11 wisdom saving throw or take 3 (1d4 + 1) points of psychic damage.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage and activates Infect.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
12/8/2020 12:30:59 PM
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Coming Soon

Habitat: Urban

DarkElf012

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