Huge Undead, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 30 ft.
STR
26 (+8)
DEX
6 (-2)
CON
25 (+7)
INT
10 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws WIS +4
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages understands Common, Draconic but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
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

Multiattack. The zombie can use its Frightful Presence. It then makes two attacks: one with its bite or tail, and once with its claw.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the zombie's choice that is within 120 feet of the zombie and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the zombie's Frightful Presence for the next 24 hours.

Baleful Breath (Recharge 5-6). The zombie exhales pestilent gas in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 44 (8d10) 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: Urban

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