Large Undead, Neutral Evil
Armor Class 12
Hit Points 125 (9d10 + 36)
Speed 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
3 (-4)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws WIS +3
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages Understands Common but can't speak them
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Undead Fortitude. If damage reduces zombor 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.

Innate spellcasting: Zombor innate spellcasting ability is charisma (DC 12). He can innately cast the following spells, requiring no material components:

at will: chill touch, eldritch blast

2/day each: ray of sickness, ray of embleement 

Actions

Multiatack: Zombor makes two attacks with his claws or one of his rays.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 4) slashing damage.

Zombor Ray (recharge 2-3): If the target is a creature it must succed on a dexterity saving throw or take 5d6 force damage on a failed save or half as much damage on a succefull one.

Zombor death ray (recharge 5-6): Zombor throw a ray from his mouth in a 30 foot cone. Each crature in that area must succed on a DC 15 constitution saving throw, taking 4d8 on a failed save or half as much damage on a succefull one. Zombor regains hit points equals to to half the amount of necrotic damage dealt.

octa351

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