Medium Undead (Any Race), Chaotic Evil
Armor Class 8
Hit Points 80 (9d10 + 31)
Speed 25 ft.
STR
14 (+2)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws CON +5
Damage Resistances Cold, Poison
Senses Blindsight 5 ft, Darkvision 10 ft, Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Revive. The creature will rise up from its death whenever 4-12 hours have gone by. This will take effect randomly during the duration, unless the corpse of the creature has been pulped or butchered.

Basic Senses. The creature can detect others by Sight up to 40 ft away.

It will also rely on its Hearing, tracking the source of any sound instintively, up to 180 ft away for extreme dB sounds.

Furthermore, the creature will actively make use of its target's Smell, being able to track a strong or distintive corporal odor if its within around 30 ft. Range will be based on the scent strength. 

Actions

Multiattack. The creature makes use of its agresive instincts. It can choose between these two attacks every turn: Bite & Scratch   or   Attack (either Bite or Scratch) & Grab.

Bite & Scratch. Bite its victim while scratching it (must succeed the bite attack roll to attempt the scrath attack).

Attack & Grab. Either bite or scratch the target, attempting to grab the target afterwards on a successful hit.

Bite. Melee Weapon Attack: + 4 to hit, reach 5 ft., one target. Hit: 5 (2d4+2) piercing damage.

Scratch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage plus 3 (1d6) bludgeoning damage.

Grab. Melee Status Effect: Target performs a DC 10 (Dex) save throw, upon failure the target becomes Grappled, reducing its speed to 0. Also any creature attacking the target will have advantage on it's attack rolls.

 

Bonus Actions

Oportunistic Rage. During its turn, the creature can use its bonus action to wield any weapon within it's hands grasp. 

Description

As it aproaches you see a human body, swaying unsteady as it moves, often stumbling into obstacles. Its deep wounds and eviscerated organs, completely tainted by a thick oily black veil, dripping every so often to the ground. Looking at its eyes, also covered by a thin black oil film, you see an unstoppable rage.

Undead Nature. A zombie doesn't require air, food, drink, or sleep.

Unliving Puppets. This remains of the dead are barely anymore than clothes, a sinister disguise for the creature currently controlling this physical body. Inside of the zombie's body, mixed with its blood that has now almost turned pitch black, is the reason for the raising of this unholy animated corpse.

It was nothing more than a Blob, an ooze or atleast some part of it, that slowly absorbed and took the place of the creatures body fluids. During this process it changed its nature, fusing completely with the remains and is now using this husk as a mean of both evolution and multiplication.

Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the raising of this creatures takes time. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, but unexpectedly, there will be no trails of maggots, worms or other insects. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the shallow water.

Soulless Husks. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe bellow it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.

A zombie can follow simple courses of actions, often roaming in a direction and stumbling with anything on its way. A zombie armed with a weapon uses it, but if dropped, the zombie won't pick up the weapon back on it's own. Only way for it to wield an object or weapon is for it to fall into its grasp by external forces, like handing them a weapon for them to use against you, or throwing them an item to their hands.

Previous Versions

Name Date Modified Views Adds Version Actions
8/4/2021 1:44:14 AM
11
1
5e
Coming Soon
8/5/2021 10:57:14 AM
10
1
--
Coming Soon

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

Iblaz

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