Keen Hearing. The Blood Zombie has advantage on Wisdom (Perception) checks that rely on hearing.
Echolocation. The Blood Zombie can’t use its blindsight while its deafened.
Maddening Scream. His loud roar can deafen the adventurers, causing 1d6+2 of damage by the sound made.
Claws. Melee Weapon Attack: +3 to hit, reach 7 ft., 1 target. Hit: 12 (1d10 + 2) [bludgeoning] damage.
Wood Spike. Ranged Weapon Attack: +1 to hit, range 7 ft., 1 target. Hit: 9 (1d6 + 3) [slashing] damage.
Devil's Bite. Melee Weapon Attack: +2 to hit, reach 7 ft., 1 target. Hit: 8 (1d8) [bludgeoning] damage.
Blood Zombies can wield any wood/iron spike to hit someone who muddle him.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A four-armed bloody made beast with a toothy mouth, his eyes are more blood holes in his face. with blood carved swirls on his head sides and fangs that grows outside of mouth, Blood zombies scares anyone on its way screaming away.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.