Large Undead, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 120 (15d10 + 45)
Speed 40 ft.
STR
22 (+6)
DEX
13 (+1)
CON
18 (+4)
INT
4 (-3)
WIS
6 (-2)
CHA
6 (-2)
Saving Throws WIS +1
Damage Resistances Cold, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages it knew in life but can’t speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead.

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 giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Description

Undead Nature. A greater zombie doesn't require air, food, drink, or sleep.

Habitat: Swamp

kalak55

Comments

Posts Quoted:
Reply
Clear All Quotes