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.
Pack Tactics. The walker has advantage on an attack roll against a creature if at least one of the walker's allies is within 5 feet of the creature and the ally isn't incapacitated.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every hour that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. If the creature is still infected when it hits 0 hit points, they rise as a walker after two turns.
Description
Undead walkers move with a jerky, uneven gait. They are clad in the moldering apparel they wore when they died originally, and carry the stench of decay.
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