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.
Claw, +2 hit, 2d4 slashing damage
Spit poison, -1 hit, 3d6 acid damage
Bite, +1 hit, 2d4 damage
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
No reactions
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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