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.
Earth Glide. The undertaker can glide through earth and stone as easily as an earth elemental does.
The undertaker can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water.
Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.
A move earth spell cast on an area containing the affected creature flings the creature back 30 feet dealing 1d10 bludgeoning damage unless it makes a DC
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Dust Cloud. The undertaker swivels up a cloud of dust in a 20ft circle around itself. The area is now heavily obscured, the cloud lingers for 1d4 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The undertaker does not suffer disadvantage on attack rolls when in the dust cloud.
Description
The reanimated corpse of a humanoid who's died through submersion in the ground, either being caught under a landslide or drowning in quicksand or mud before being preserved through some sort of magical means, their bodies being mummified rather than being struck by rot. With their intellect and cunning still mostly remaining intact, they now scower the lands around their nameless graves stalking down adventurers and traveling merchants on whom flesh they feed.
Perhaps most terrifying of their qualities is their ability to glide through rocks sand and dirt as if it was water, yet they leave no ripples or marks.







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