Medium Undead, Neutral Evil
Armor Class 10
Hit Points 31 (3d8 + 11)
Speed 30 ft.
STR
15 (+2)
DEX
5 (-3)
CON
16 (+3)
INT
6 (-2)
WIS
7 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Damage Vulnerabilities Fire
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 80 ft., Passive Perception 8
Languages I only understands languages it knew in life, and it cannot speak.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.

The only leader. The zombie captain cannot be controlled by necromancers.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) bludgeoning damage.

Slash. Melee Weapon Attack: +3 to hit, reach 5 ft., adjacent targets. Hit: 6 (1d8 + 2) bludgeoning damage.

Zombie master. The zombie captain summons a normal zombie, which fights for it. This zombie remains until killed, even after the zombie captain dies. The zombie captain can only summon up to 5 zombies at a time. The zombies do not have any equipment on them. The zombie captain has to wait 2 turns before summoning another zombie. This takes up one action.

 

Description

Zombie Captains often work alone, but they have the power to summon zombie allies at will. They can be anywhere, and have more enhanced abilities than ordinary zombies. It has all positive aspects of ordinary zombies. Zombie captains can think, and can make simple decisions. 

Monster Tags: undead

Habitat: ForestMountainSwampUrban

MOOINK_BANANA

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