Large Undead, Neutral Evil
Armor Class 12 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 20 ft.
STR
20 (+5)
DEX
6 (-2)
CON
21 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws WIS +3
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 18
Languages Understands Draconic but can't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Three-Headed. The zombie has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned,and knocked unconscious.

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

Multiattack. The zombie makes two attacks: one with its bite or horns, and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) percing damage.

Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+ 5) slashing damage.

Baleful Breath (Recharge 5-6). The zombie exhales pestilent gas in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Undead Nature. Zombies doesn't require air, food, drink, or sleep. 

Monster Tags: undead

Habitat: GrasslandHillMountainUnderdark

SadHorizon

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