Large Undead
Armor Class 15 natural armor
Hit Points 136 (13d12 + 52)
Speed 45 ft.
STR
25 (+7)
DEX
10 (+0)
CON
19 (+4)
INT
1 (-5)
WIS
15 (+2)
CHA
5 (-3)
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 8
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Undead Fortitude. If damage reduces Creeping Death 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.

Spellcasting. Creeping Death is a 5th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 12, +4 to hit with spell attacks). Creeping Death has following  spells prepared:
Cantrips (at will): sapping sting
2nd level (2 slots): Hold Person 

3rd level (2 slots): Lightning Bolt

Actions

Multiattack. Creeping Death 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: 28 (3d12 + 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 Creeping Death can’t bite another target.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

nipplek1tty

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