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.
Infection. A humanoid bitten by a zombie makes a DC 13 Con save. On fail they lose 1d6 max hit points and lose 1d6 to their HP max per day. A bitten humanoid who dies rises 1d4 hours later as a zombie, unless the humanoid is restored to life or its body destroyed. Spells like Greater Restoration, Remove Disease, or Wish can remove the infection.
Spellcasting. The Zombie Mage is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Zombie Mage has following spells prepared:
Cantrips (at will): Chill Touch, Ray of Frost, thaumaturgy
1st level (3 slots): Shield, False Life, Thunderwave
2nd level (1 slot): Ray of Enfeeblement
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Piercing damage. *See Special Trait: Infection*
Description
Infectious Zombie Mages move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay. Their mouths begin to salivate and drool with a sickly-looking substance when there is something nearby for them to feed on. They tend to repeat basic phrases and random words of spells they once knew in a former life.
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