Medium Or Small Undead, Unaligned
Armor Class 10 Leather armor
Hit Points 25 (5d6)
Speed
STR
12 (+1)
DEX
11 (+0)
CON
10 (+0)
INT
8 (-1)
WIS
9 (-1)
CHA
9 (-1)
Damage Vulnerabilities Fire
Condition Immunities Poisoned
Senses Passive Perception 12
Languages Undercommon
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

As an action these zombies can self destruct and the target(s) must make a dc16 dexterity saving throw on a succeeded saving throw you take half damage and a failed saving throw you take full damage which is 4d8 damage.

Actions

Claw, +2 hit, 2d4 slashing damage

Spit poison, -1 hit, 3d6 acid damage

Bite, +1 hit, 2d4 damage 

 

 

 

 

 

 

Bonus Actions

As a bonus action these zombies can call for help and their is a 50/50 chance another one will spawn, they roll a d20, 9 and lower is a fail, 10 is a reroll, 11 and higher is a success

Reactions

No reactions

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

a general zombie

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.

Monster Tags: humanoid

Habitat: Forest

BattleHammer9683479594876356

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