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.







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