Medium Undead, Neutral Evil
Armor Class 13
Hit Points 46 (6d10 + 16)
Speed 20 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
4 (-3)
WIS
12 (+1)
CHA
3 (-4)
Saving Throws CON +5
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60ft., Passive Perception 11
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Death Burst. When the corruption zombie reaches 0 hit points and doesn't regain hit points back, each creature within 10 feet must succeed on a DC 13 Constitution saving throw taking 9 (2d6 + 3) necrotic damage or half as much on a successful one.

Undead Fortitude. If damage reduces the corruption 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 a critical hit. On a success, the corruption zombie drops to 1 hit point instead.

 
Actions

Mote of Corruption. Ranged Weapon Attack: +5 to hit, range 50/100 ft., one target. Hit: 9 (2d6 + 3) necrotic damage.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. 

Karma5003

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