Medium Undead, Neutral Evil
Armor Class 1
Hit Points 27 (6d4 + 3)
Speed 15 ft.
STR
13 (+1)
DEX
6 (-2)
CON
15 (+2)
INT
1 (-5)
WIS
3 (-4)
CHA
8 (-1)
Saving Throws CON +4
Damage Vulnerabilities Psychic
Damage Immunities Poison
Condition Immunities Charmed, Poisoned, Unconscious
Senses Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/4 (50 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.

Actions

Click. Melee weapon attack: +3 to hit rench 5ft, a target. Hit: 1d6 + 1 blunt damage.

Undead bite. Melee Attack: Prone 5ft, if a target is hit roll 1d6 +2 piercing damage.

Inflicts disease if the hit is successful. Make a melee spell attack against a creature within range. When hit, the target is poisoned.

At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saving throws, it is no longer poisoned and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but chooses one of the diseases below. The target is subject to the chosen disease for the duration of the spell.

Since this spell induces a natural disease in its target, any effect that removes a disease or increases the effects of a disease applies to it.

Flesh rot. The creature's flesh decomposes. The creature has disadvantage on Charisma and Constitution checks and vulnerability to all damage.

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.

Habitat: GrasslandHillUrban

Xerion19

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