Medium Undead, Lawful Evil
Armor Class 16 Natural
Hit Points 60 (7d10 + 25)
Speed 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
18 (+4)
CHA
6 (-2)
Saving Throws STR +9, CON +6
Skills Intimidation +6
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Unconscious
Senses Darkvision 80 feet, Passive Perception 14
Languages Any language spoken within his territory
Challenge 7 (2,900 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.

Turning Immunity. The avatar is immune to features that turn undead.

Death Sense: The Undertaker has a limited form of precognition. He knows when someone is about to die. He does not know how, only where. This ability only exists within his chosen town.

Regeneration The Undertaker regenerates 15 hit points at the start of each round, so long as he has at least 1 hp. If he is damaged by radiant damage during a round, the next round he only regenerates 5

Actions

Death touch: When the Undertaker touches someone, the cold of the grave seeps into them. This includes any unarmed attacks against him; you hit him or he hits you, either way. Once contact is made, he deals 1d6 necrotic damage each time. If he touches his bare flesh to a target's bare flesh, they take and additional 1d6 cold damage.

This damage cannot be healed without a short rest.

The Undertaker has two melee attacks. Claw: +5 to hit, reach 5 ft., 1 target. Hit: 8 (1d4 + 6) [Necrotic] damage. +Death Touch (above)

If he is within 5 feet of an enemy, he can attempt to grapple. +8 to grapple, contested against player's Acrobatics score. If successful, the target is grappled, and takes 2d8 [Necrotic] damage at the start of its turn (instead of Death Touch). The grapple can be broken with a DC 16 strength check.

Reactions

Frightful Presence. Each creature of the Undertaker's choice that is within 20 feet of the Undertaker 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 Undertaker's Frightful Presence for the next 24 hours.

Description

The Undertaker has been in town as long as anyone can remember. Even the oldest cannot remember a time before the Undertaker arrived. He shows up with unerring punctuality as soon as anyone in town dies. He takes the body and sees it buried by whatever preference the family has. The only payment he asks, no matter how complex the burial right, is two silver coins. He will not accept anything more.

Most think that the Undertaker is harmless. And unless he is assaulted, he generally is. With a single exception. When he shows up to retrieve a body, any attempt to stop him or slow him in any way is met with extreme force. He will break down doors and will kill anyone who gets in his way. (He will stop attacking immediately as soon as someone gets out of his way).

The Undertaker has no interest in politics or in Strahd. If the party has already met Strahd or drawn his attention, the Undertaker will not kill them, and will try to end combat at any opportunity. He will tell them that they are 'spoken for.'

NotThatDoctor

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