Medium Undead (Human), Neutral Evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 30 ft.
STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
5 (-3)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Unknown Completely unable to see, hear, feel, or sense eldritch horrors, even when a horror interacts with them physically., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the shambler 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 shambler drops to 1 hit point instead.

Horde Formation. Over time, shamblers will naturally group together, harkening to the need to be social while they were alive, growing from a pair to a handful to ten, twenty, and larger. Hordes may collectively appear intelligent as they hunt.

Time Reclaims All. Within 5 years, the first Shamblers will have rotted enough to no longer be a moving threat.  Another two years, and they will be no more than a desiccated corpse.

Actions

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

Horrific Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing, disease infection happens when attack roll is 4 higher than target AC. This does require a successful grapple, with advantage when the target is flanked by other shamblers. The infection inflicts 6 disease damage per day for 3 days, long rest is impossible, only a Greater Restoration spell can remove the disease. If the target dies during the 3 day period, they will rise as a Shambler and attack any living creature in their vicinity. On the third day, if untreated, the victim is human, and they had to make death saves over the recovery period, there is a chance to transform their race to an Ender (players can make this choice, NPCs are 50% chance or at discretion of the GM).  Those who survive and do not become Enders gain a DC 15 Constitution Save against new infections, reducing the DC by 5 for every time they survive each subsequent infection.

Bonus Actions

 

Reactions

 

Legendary Actions

 

Mythic Actions

 

Description

Shambling Dead move with a jerky, uneven gait. They are clad in the torn apparel they wore when killed by the eldritch horrors and other shamblers, and carry the stench of decay.

Shamblers are victims of the horrors that were not consumed. Some rose in the streets where they fell, and some emerged from the hotspots the horrors dragged their living victims to. All shamblers transmit the otherworldly infection with a skin piercing bite, and if the victim dies, they will rise as a shambler.

Lair and Lair Actions

 

Habitat: Urban

Harshmage

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