- Herding Cattle. Unless its killed , the Crusader Zombies are herded to a specific destination by a Savant.
- Born to Die. When first created the Crusader Zombies have 1 hp and gains more hp depending on when it has last fed.
- Illness Aversion. Crusader zombie senses humanoids within 60 feet of it. Within that range they can determine if that person is poisoned or diseased at will. This trait otherwise works like the detect poison and disease spell but isn’t itself magical. The zombie does not actively attempt to bite or attack any humanoid it detects as being poisoned or diseased, but will defend itself if attacked.
- Pack Tactics. The zombie has advantage on an Attack roll against a creature if at least one of the zombie’s allies is within 5 ft. of the creature and the ally isn’t Incapacitated.
Multiattack. The Crusader Zombie makes two attacks: one with its hand and one with its bite.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 5) piercing damage.
Any creature that is successfully hit by crusader zombie attack must male a DC 10 Dex or Str save to re-direct the blow, or a Con save to not be affected. If the fail and if killed or knocked unconscious they rise as a crusader zombie. Only a greater restoration, wish, or cutting the limb (if it is a limb) can cure the infection the severed limb must be done in the next round.
Loud noises, fires, explosions attract the Crusader Zombies attention unless they are being lead by a Crusader Wight.
Description
Unlike typical undead zombies, Crusader zombies move with a purpose instead of being jerky, uneven gait, they move quick and precise. They are clad in the clothing they died with or turned with. They however never use weapons, and drop any weapon they had when turned.
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