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 Immunities Necrotic, 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

Mobile Nest. The Corpse Lurker Nest releases a swarm of Corpse Lurkers at the end of each of its turns.

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 Nest makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the Nest can make an additional claw attack.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, plus 2 (1d4) necrotic damage.

Burst. The Nest explodes and is destroyed. Each creature within 5 feet of it must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Upon bursting, two swarms of Corpse Lurkers erupt from the body of the zombie.

Description

Corpses infested with Corpse Lurker spiders that are resurrected into zombies do not force the spiders out, but rather become symbiotic with them, turning humanoids killed by the zombie into more nests for the Lurkers.

OrthrusGaming

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