Undead Fortitude. If damage reduces the 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, fire or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Rotting Stench. When a creature first comes within 15 ft. of the zombie, they must make a DC 15 Constitution saving throw or become overwhelmed by the rancid smell emanating from the plant growth on the zombie's back. On a failed save the creature's speed becomes zero and they become poisoned for 1 minute. The creature can remake the save at the end of each of their turns to end the effect. On a successful save or when the effect ends, the creature is immune to the stench for 24 hours.
Multiattack. The Zombie makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 2 (1d4) poison damage.
Noxious Cloud (recharge 5-6). The zombie releases a cloud of vile gas from the growth on its back. All creatures within a 10-foot radius of the zombie must make a DC 15 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned until the start of the zombie's next turn. On a success, the creature takes half of the damage and isn't poisoned.
Distracting Odor. When a creature within 5 feet of the zombie attempts to make a melee attack against it, the zombie can force the creature to make the roll with disadvantage. If the creature can make more than one attack per round, this ability only affects one of the attacks.
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. The large Rafflesia plant sprouting from the zombie's back emits a nauseating stench capable of incapacitating any creatures that come too close.
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