Chilling Presence. Creatures that start their turn adjacent to the zombie, and who do not have this trait, take 3 (1d6) cold damage.
Body of Shadows. As a bonus action, the zombie can become intangible until the end of its turn. Allowing it to move through enemy spaces, or through solid objects. Any creature that the zombie passes through takes 16 (3d10) cold damage. If the zombie ends its turn inside of an object, or in an enemies space, it fails to reform and its form disperses, reducing the zombie to 0 hp.
Shadow Meld. As a bonus action, the zombie can sink into a shadow and teleport to another shadow within 30ft of it.
Multiattack. The zombie attacks twice with its claws.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d10 + 3) slashing damage and 13 (2d12) necrotic damage. If the target is grappled then this attack deals an extra 6 (1d12) necrotic damage.
Lunge. The zombie reaches out to grasp an adjacent target. The target must make a DC16 Strength (Athletics) check, or it becomes grappled and takes 13 (3d8) cold damage. A creature can repeat this check as an action on each of its turns in order to attempt to break free.
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