Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium humanoid. The horde can't regain hit points or gain temporary hit points. At the end of each of the horde's turns, it deals 22 (5d6 + 5) bludgeoning damage to each creature in its space, and a creature that takes this damage must succeed on a DC 15 Strength saving throw or be grappled and restrained for as long as it remains within the horde (escape DC 15).
Turn Immunity. The horde is immune to effects that turn undead.
Undead Army. If damage reduces the horde to 0 hit points, it becomes 7 (2d6) zombies.
Unusual Nature. The horde doesn't require air, food, drink, or sleep.
Multiattack. The horde makes two Undead Mass attacks.
Undead Mass. Melee Weapon Attack: +8 to hit, reach 5 ft., each target of the horde's choice within reach. Hit: 15 (3d6 + 5) bludgeoning damage.
Description
Among the undead, a lone zombie ranks far from the most menacing. The horror of the shambling dead lies not in their individual menace, though, but in their numbers, their persistence, and their disregard for their own well-being. A throng of zombies will douse a forest fire with their own ashes or march into a dragon's maw until the monster chokes.
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