Medium Undead, Neutral Evil
Armor Class 16 Natural Armor
Hit Points 35 (5d8 + 15)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws DEX +5, CON +6
Skills Intimidation +11
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages understands the languages it knew in life
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Aware. Even bound to the will of the necromancer who created them, the walking dead are aware of who they used to be, and who they are. They will rationalize their loyalty to anyone who has bound them, but otherwise respond just as they would have during life.

Actions

Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Description

The walking dead look like corpses, but does not rot. It does maintain the damage done to its body, so the older they are, the more likely they are to have scars of past conflicts.

Habitat: Urban

NotThatDoctor

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