Large Undead, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 121 (10d20 + 60)
Speed 30 ft., When charging, the speed is 80ft
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
8 (-1)
WIS
6 (-2)
CHA
4 (-3)
Saving Throws STR +9, CON +9
Damage Resistances Force, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Frightened, Grappled
Senses Passive Perception 18
Languages Only Language it knew when alive
Challenge 10 (5,900 XP)
Proficiency Bonus +4
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.

Enhanced Senses. The charger is blind, and relies on sound and smell to guide it, and will charge at sound or smells that it senses.

Actions

Multiattack. The Zombie Hulk makes two fist attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 6) bludgeoning damage.

Charge. Melee Special Attack: +9 to hit. The charger uses his full charge movement in a straight line. Anyone or thing caught in that line must make a DC18 dexterity saving throw, on a success, the creature moves out of the way, on a fail the creature will take damage, Hit: 22 (3d10 + 6) bludgeoning damage, and must make a DC14 strength saving throw or be grappled by the charger, and taken with it until the end of the charge, where it will be knocked prone at the end of it. The charge MUST go its full movement no matter it hitting or missing. If there is terrain in the way, e.g. walls, furniture, hills, etc. The charger will commit to its charge and attempt to burst through it, the charger must make a STR check to see if it goes through the terrain. A grappled creature that goes through terrain with the charger will take an additional 3d10 bludgeoning damage. (Can only be used after at least one charge)

Debrie. Ranged Weapon Attack: +9 to hit, reach 40 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. (Can only be used after at least one charge)

 

Description

Charger Zombies are large, almost gorilla-like creatures. They are clad in the moldering apparel they wore when put to rest with hulking forearms and piceps that tear through their clothes, and carry the stench of decay. The charger has no eyes and relies completely on its ears and nose. They are extremely dangerous, even for their creators.

Previous Versions

Name Date Modified Views Adds Version Actions
4/25/2021 2:57:17 PM
1
0
5E
Coming Soon
4/25/2021 2:58:41 PM
1
0
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Coming Soon
AnthonyMaske

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