Armor Class
11
natural armor
Hit Points
36
(6d10 + 6)
Speed
20 ft.
STR
16
(+3)
DEX
9
(-1)
CON
17
(+3)
INT
1
(-5)
WIS
7
(-2)
CHA
2
(-4)
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
Darkvision 60 ft., Passive Perception 9
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
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.
Pack Tactics. The zombie wolf has advantage on attack rolls against a creature if at least one of the zombie wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +5, Reach 5 ft., one target Hit: 10 (3d4+3) piercing damage.
Target must succeed a DC 13 STR save or be knocked prone.
Description
Undead zombies move with a jerky, uneven gait.
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