Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 50 ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (-2)
Skills Perception +5
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Abyssal Understands Infernal but can't speak it
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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 hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Infectious Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.  Should a bitten creature reach 0 HP, they will not be given  Death Saving Throws unless cured by Lesser (or Greater) Restoration.  Instead, they will rise within 2 rounds of combat, joining the Zombie-Wolves to fight the same targets they do, and gains the advantage of Pack Tactics.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

 

Description

Zombies in D&D don't always have the same impact as the zombies we've come to know and love in other media. These mindless minions are great for imbuing a little bit of grim flavor into a dungeon crawl or as part of a necromancer's entourage, but when was the last time your players truly felt threatened by the walking dead?

Well, one of the scariest aspects of zombies in horror films is their danger in numbers. While a single shambling dead guy might not seem all that intimidating, the threat level increases exponentially the more walkers you have around. Enter the Pack Tactics ability. This little feature, customarily saved for hunter-type beasts, like hell hounds or wolves, is a pretty simple addition, but it produces terrifying results. The ability to attack with advantage when another zombie is within 5 feet of their target means that even your highest AC party members will be taking hits.

Speaking of bringing back classic zombie stereotypes to the detriment of your party, whatever happened to transforming into a zombie if you get bitten? Well, you can make sure your party will be booking it to the nearest temple if you give your undead the choice of a Bite attack similar to the death dog's, in addition to their usual Slam attack. All you have to do with the death dog's ability to achieve the desired effect is adjust it so if the infected creature reaches 0 hit points, they rise as a zombie after a predetermined time.

 source: dndbeyond_dot_com posts 1359-monster-mash-combine-these-monsters-to-horrify # Zombie

Monster Tags: undead

Habitat: MountainUnderdark

TarkenBlack

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