Medium Undead, Neutral Evil
Armor Class 8 Natural Armor
Hit Points 38 (5d8 + 15)
Speed 15 ft.
STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Damage Resistances Lightning, Piercing
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/2 (100 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.

Corrosive. Any nonmagical weapon made of metal or wood that hits the zombie corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Death Burst.  When the zombie dies, it explodes.  Each creature within 15 ft. of it, must make a DC 13 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one.  On a failed save, a creature is covered in acid, causing it to take 9 (3d4) acid damage at the start of its turns.  The affected creature or another creature within 5 feet of it can use an action to scrape the acid off, therefore ending the effect.  

 

Actions

Corroding Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 10 (4d4) acid damage.  The target must succeed on a DC 11 Constitution saving throw or it takes 5 (2d4) acid damage at the start of its next turn.  

If the target is wearing armor made out of metal or wood, the armor takes a permanent and cumulative -1 penalty to AC.  The armor is destroyed if the penalty drops the armor's base AC to 0.  

Hurl Acid.  Ranged Spell Attack:  +5 to hit, range 60 ft., one target.  Hit:  7 (2d6) acid damage, and the target takes 2 (1d4) acid damage at the start of its next turn.   

Reactions

Splat (3/day).  When the zombie takes damage, it can choose up to three creatures within 10 ft. of itself.  Each creature that was targeted by this ability must make a DC 13 Dexterity saving throw, taking 6 (1d12) acid damage on a failed save, or half as much damage on a successful one.  

Description

Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.

Habitat: Urban

VultureSniper

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