Death Burst. When the zombie dies, it explodes. Each creature within 30 ft. of it, must make a DC 13 Dexterity saving throw, taking 18 (4d8) force damage plus 18 (4d8) thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is knock prone. The explosion creates a sound that is audible from up to 500 ft. away. Creatures affected by this trait that fail the saving throw by 5 or more are deafened for 1 minute. A deafened creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Relentless Charge. The zombie has advantage on saving throws against being, paralyzed, stunned, turned, or unconscious.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Explode. The zombie drops to 0 hit points and dies, triggering its Death Burst trait.
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.
Explosive zombies are equipped with magical crystals embedded in their chests. These crystals explode when under physical trauma or assault, so they explode when the zombie is destroyed. In a necromancer's army, explosive zombies play a role as cannon fodder and suicide bombers.
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