Medium Undead (Any Race), Any Alignment
Armor Class 10
Hit Points 22 (3d8 + 9)
Speed 30 ft., they can run and dash
STR
13 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +4, CON +6, WIS +3
Skills Intimidation +15
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages Common only basic words understands the languages it knew in life but can't speak
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.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Description

Alchemy zombies unlike their purely magical counterparts use a bit of magic to get them up and running but all of their previous functionalities from when they were alive except for intelligence in magic are restored

Habitat: Urban

purfessorcat

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