Medium Undead, Neutral Evil
Armor Class 18 Plate
Hit Points 30 (4d8 + 12)
Speed 20 ft.
STR
15 (+2)
DEX
7 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
7 (-2)
CHA
5 (-3)
Saving Throws CON +5, WIS +0
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
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.

Heavy Armor Master. If the zombie knight takes bludgeoning, piercing, and slashing damage from a nonmagical weapon, the damage taken is reduced by 3.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Description

Undead zombies move with a jerky, uneven gait. They are clad in whatever they wore when put to rest, be that tattered clothes or plate armor, and carry the stench of decay. The zombified remains of humanoid knights in particular are formidable foes even in smaller numbers, having fewer of the weaknesses of their lesser brethren.

Habitat: Urban

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