Huge Undead (Goblinoid), Typically Neutral Evil
Armor Class 17 (Natural Armor)
Hit Points 230 (20d12 + 100)
Speed 20 ft., climb 15 ft.
STR
25 (+7)
DEX
10 (+0)
CON
21 (+5)
INT
9 (-1)
WIS
13 (+1)
CHA
7 (-2)
Saving Throws WIS +5
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Senses Darkvision 150 ft., Tremorsense 60 ft. (Winter Tracker), Passive Perception 11
Languages Understands Common and Goblin, but cannot speak
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Blizzard Blur. The zombie has advantage on Dexterity (Stealth) checks made to hide in snowy terrain, and can attempt to Hide even when Lightly Obscured by falling snow, hail, and fallen structures covered in snow or ice.

Magic Weapons. The zombie's weapon attacks are magical.

Siege Monster. The zombie deals double damage to objects and structures.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Snow Shambler. The zombie ignores all difficult terrain imposed by snow and ice.

Winter Tracker. While in contact with snow or ice, the zombie has Tremorsense out to 60 ft. This sense cannot penetrate materials other than snow or ice.

Actions

Multiattack. The acrasian zombie makes one Icicle Morningstar attack, and uses its Ice Scythe Sweep, if available.

Icicle Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) piercing damage plus 9 (2d8) cold damage.

Ice Scythe Sweep (Recharge 6). The Acrasian Zombie sweeps its ice scythe in a 15 ft. cone. All creatures within the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) slashing damage and 16 (3d10) cold damage on a failure, or half as much on a success.

Description

When an acrasian alpha or a challenger for its position dies, acrasian witches freeze its spilled blood into segmented icy armor, and crude, glistening weapons around its claws. Then, they reanimate the corpse through an elaborate necromantic ritual.

Enlightened Undead. Unlike most zombies, reanimated acrasians retain much of their sanity, and will not attack other acrasians, though none of their predatory cunning remains - for them, relentless bloodlust replaces cunning strategy. Despite their lingering intelligence, acrasians treat these zombies as unliving weapons instead of members of the pack. They preserve the zombies in glaciers, permafrost, and snowbanks until the go to war against the few opponents capable of matching their skill.

Ill Omen. An acrasian zombie's rare appearance is an ill omen for yeti camps and frost giant forts, for their presence is tantamount to a declaration of open war. They signal the acrasian's willingness to march as an elemental force - the personification of winter's cold hatred for all living things.

Someguythatplays

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