Large Undead, Unaligned
Armor Class 13 Natural Armor
Hit Points 59 (7d10 + 21)
Speed 30 ft.
STR
20 (+5)
DEX
9 (-1)
CON
17 (+3)
INT
3 (-4)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws WIS +1
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60ft, Passive Perception 9
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Con 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

Multiattack. The zombie makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (1d10 + 5) piercing damage. 

Claws. Melee Weapon Attack: +7 to hit, range 5 ft., 1 target. Hit: 14 (2d8 + 5) slashing damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Yobtar

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