Medium Undead, Neutral Evil
Armor Class 11 leather armor
Hit Points 25 (4d8 + 10)
Speed 25 ft.
STR
12 (+1)
DEX
9 (-1)
CON
16 (+3)
INT
6 (-2)
WIS
8 (-1)
CHA
7 (-2)
Saving Throws CON +5
Damage Resistances Cold
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common can only speak it understands common and can only speak it in broken speech patterns that are often unintelligible
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the zombie bandit 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 from a critical hit. On a success, the zombie drops to 1d6 hit points instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Description

Zombie bandits move with a jerky, uneven gait. They are clad in the moldering leather armor they wore when put to rest, and carry the stench of decay. Zombie bandits are often come across in small gangs of 4 to 5 of them.

 

Monster Tags: undeadhumanoid

Habitat: ForestHillUnderdarkUrban

LordDree14

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