Huge Undead, Unaligned
Armor Class 10 Natural Armor
Hit Points 200 (20d12 + 64)
Speed 30 ft.
STR
25 (+7)
DEX
6 (-2)
CON
22 (+6)
INT
1 (-5)
WIS
3 (-4)
CHA
5 (-3)
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 6
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Barf. The Z-Rex begins combat with 3d12 + 8 zombies stuck all up inside it. Whenever the Z-Rex makes a Bite attack, whether it hits or misses, it expels 1d10 + 3 zombies. The zombies enter the initiative order immediately following the Z-Rex.

Undead Dinosaur Fortitude. In addition to the regular Undead Fortitude rules for dropping to 1 HP instead of 0, whenever the Z-Rex takes damage, it must make a Constitution saving throw with a DC of 10+the damage taken, unless the damage is radiant or from a critical hit. On a success, the Z-Rex has resistance to that instance of the damage

Actions

Multiattack. The tyrannosaurus zombie makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the tyrannosaurus zombie can’t bite another target or disgorge zombies.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Legendary Actions

The Z-Rex can take 3 legendary actions, using the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The Z-Rex regains spent legendary actions at the start of its turn.

Move (1): The Z-Rex moves up to its movement speed.
Bite (1): The Z-Rex makes a Bite attack.
Charge (2): The Z-Rex charges up to its movement speed, moving through the space of any Medium or smaller creature. Any creature it passes through must succeed on a DC 16 Strength or Dexterity saving throw (their choice) or take 1d12+4 bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.

Monster Tags: Dinosaur

Habitat: ForestSwamp

Scuzzery

Comments

Posts Quoted:
Reply
Clear All Quotes