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 Horde. ZNombies Have Extraordinary Hearing, If A Loud Noise Is Made, Such As Any Explosion, A Door/Window Breaking, Or A Scream, 1d6+4 ZNombies Will Run To The Area The Noise Was Made After One Turn
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (2d8 + 2) bludgeoning damage.
Grab. Melee Grab On One Target, Reach 5 ft, +5 To Hit, 1d10+3 Necrotic Damage, The Target Is Restrained And Must Succeed A DC 18 Strength Or Dex Save, And Takes 2d10+9 Damage On Each Subsequent Turn Until It Escapes, The Target's Movement Is Also Reduced To 0 Until The Effect Is Ended
Growl. Attracts 1d4+2 ZNombies If It Succeeds In Doing Growl Two Times, That Appear After One Round
Description
Undead zombies move with a jerky, uneven gait, but with a surprising speed to their movement. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay and death
Lair and Lair Actions
ZNombie Lair's Are Typically Large, Dark Houses, That Typically Contain An Infection Zone, That Creates New Undead From Corpses, Or Flesh And Bones. When A ZNombie Notices You In The "Lair" The Whole Horde Uses The Lair Action Below
- No Escape: ZNombies Break The Floor Above, Triggering A Collapse That Blocks All Exits Besides Ones Created By Player Characters And Upper Story Windows, This Also Attracts Nearby ZNombies, 2d12+2.







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