Relentless. On it's turn the Large Zombie Hoard may sacrifice 100HP to perform one of the following actions.
- Spawn. 1D6 Regular Zombies within it's space.
- Ravage. By sacrificing their numbers they can lift or break objects in their path with a strength check.
- Trample. Perform a Melee attack on each entity within it's reach.
. Melee Attack: +5 to hit, reach 5 ft., 1 target. Hit: # (1d8 + 9) bludgeoning damage.
Grapple. When a creature starts a movement on their turn, or enters the Hoard on their turn, the Hoard may attempt a Grapple to restrain said target. If the grapple fails the target is not restrained, movement within the hoard is difficult terrain.
Disperse. On recieving non-magical damage from that reduces the Hoard to under 200hp, Spawn one Small Zombie Hoard, the Large hoard is Destroyed and the effects of the Lair cancelled. Any Beholder Zombies still in play from the Lair remain in play.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
An extremely large Mobile Hoard of Zombies
The sheer press of Zombies in this area has formed a Mobile Lair, Large Zombie hoards largely resemble a Crowd at a concert or event but the smell of rotting flesh and the overall hive mind grants the Hoard several benefits. There are at least 50 zombies in this hoard and they are hostile.
Lair and Lair Actions
The sheer press of Zombies in this area has formed a Lair, Large Zombie hoards largely resemble a Crowd at a concert or event but the smell of rotting flesh and the overall hive mind grants the Hoard several benefits. The location of a Large Hoard classifies as a Lair
Zombie Lord. On initiative count 20, the Zombie Hoard may spawn a single Beholder Zombie, the hoard will follow direction from the beholder. Occurs once Only. The Beholder Zombie rolls for initiative, the beholder zombie may traverse the space occupied by the Hoard as normal terrain (the zombies move to let it pass).
Extreme Stench. On initiative count 12 (ties) the extreme smell of the Large Hoard causes anyone within a 30ft radius to roll a DC12 constitution Saving throw, or endure stomach sickening nausea that leaves them stunned for one round.
The Effect of the Zombie Hoard
Join Us. The space occupied by a Large Zombie Hoard has an overwhelming stench and oppressing feel. When entering the hoard's lair creatures must roll a constitution saving throw, DC10. On a fail: the players becomes poisoned for 2 hours. On a successful roll they are not poisoned.
All effect vanish once the hoard's damage causes it to break up.
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