undead nature: Does not need to eat, sleep, or drink
Zombie Rust: Any type Of metal weapon that the elf touches become’s rotted and rusted
Zombie habitat: A zombie Elf can be found in a cave, a ruined castle, a marsh or even a graveyard
Zombie rott: If a zombie elf touches you, Then do a strength check ( D13)
If a fail, then you take 5 dmg
Rusted short sword: 1d6 dmg piercing, the zombie must do a strength roll (13 or higher)
If a fail, then the sword breaks in half
Bite: 1d4 dmg force, the target must do a charisma roll (must get 6 or higher) Or the following noon, become INFECTED for 3 hours (has same stats as a normal zombie and the DM controls the infected one)
To stupid to have any
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
“A odd looking elf wearing rags of cloth”
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
HI MITCH IT'S ME CALEB
Hi Caleb!!! What are you doing here? :)
Sorry to say this, but this monster need cleanup. It's just not nice to look at, and there are so many useless, forgotten text. Pls cleanup.
Ok, so the reason that this is kind of messy Is because i am 10 so yeah i am not like some 1000 year old man that knows everything