Armor Class
13
(hide armor)
Hit Points
67
(9d8 + 27)
Speed
30 ft.
STR
16
(+3)
DEX
12
(+1)
CON
17
(+3)
INT
7
(-2)
WIS
11
(+0)
CHA
7
(-2)
Saving Throws
CON +5
Damage Vulnerabilities
Radiant
Damage Immunities
Poison
Condition Immunities
Charmed, Exhaustion, Frightened, Poisoned
Senses
Darkvision 60, Passive Perception 10
Languages
Understands the language of its summoner, but doesn't speak
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
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.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Description
Called from the grave to fight these creatures throw themselves into battle with out fear or hesitation







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