Medium Undead, Neutral Evil
Armor Class 12 (Hide)
Hit Points 76 (9d8 + 36)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws CON +7, WIS +4
Skills Medicine +4, Perception +4
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages The languages it knew in life
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Putrid Weapons. The sawbones' weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 3d6 poison damage (included in the attack). Additionally, any humanoid that is killed by these weapons rises in 1d10 rounds as a zombie. The zombie acts as an ally to the sawbones, but is not under its control.

Stench. Any non-undead creature that starts its turn within 5 feet of the sawbones must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all sawbones for 1 hour.

Undead Fortitude. If damage reduces the sawbones 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 sawbones drops to 1 hit point instead.

Actions

Multiattack. The zombie sawbones makes one cleaver attack and one slam attack.

Cleaver. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 10 (3d6) poison damage.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) poison damage.

Necrotic Plume (Recharge 6). The sawbones releases a rotting cloud of energy. Every creature within a 30 ft sphere around the sawbones must make a DC 15 Constitution saving throw, taking 21 (6d6) necrotic damage on a failure, or half as much on a success. Any undead creatures within range of the necrotic plume take no damage, and instead regain hit points equal to the rolled damage. 

Description

In the dank, hidden lair of the necromancer, undead zombies enter broken, and missing limbs. A short time later, the same zombies exit; their limbs reattached, their wounds sealed, and their vitality restored. This is the handiwork of the zombie sawbones.

Cunning and Putrid. To an untrained eye, the zombie sawbones will look very similar to its shambling kin. Those familiar with undead creatures however will notice the bloated, rancorous form of the sawbones’ body; the sewn-together, rotting flesh of beasts and humanoids that covers its figure; and the festering cloud of decay that it carries with it. Smarter than others of its kind, sawbones avoid direct conflict when possible, and prefer to work in the recesses of its master’s lair; repairing the bodies of other zombies to send to reign death on the world.

Gifts of Orcus. The knowledge of how to create a zombie sawbones is often gifted to necromancers, vampires, or other powerful purveyors of undeath by Orcus as a means to assist in growing an undead army. Sawbones provide aid to those deemed their master by bolstering said master’s undead forces with fresh zombies and maintaining them, should they become damaged.

Undead Nature. The zombie sawbones doesn’t require air, food, drink, or sleep.

Previous Versions

Name Date Modified Views Adds Version Actions
4/30/2021 5:35:51 AM
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1.0
Coming Soon

Monster Tags: undead

Habitat: SwampUnderdarkUrban

Screaming_Warlock

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