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
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