Undead Fortitude. If damage reduces the undead 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.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and 3 (1d6) fire damage.
Ignite. The undead flings itself at a Large or smaller creature within 5 feet of it. The target must succeed on a DC 12 Dexterity saving throw or be grappled (escape DC 12). On a failed save, the target also takes 3 (1d6) fire damage at the start of each of its turns, even after the grapple ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.
Ashen Dust. When the undead takes damage, it can use it's reaction to release a cloud of ash and soot from it's wound in a 10 foot radius. Any creature's in range of this effect must make a DC 12 Constitution saving throw, on a failed save the creature is blinded. At the end of their turn affected creatures can make the save again, ending the condition on a success.
Description
It is well known that the fell magics that often permeate battlefields can cause the dead to rise again. What is less known and less common is that magically empowered fire such as flames from the Elemental Plane of Fire can alter necromantic magic resulting in ash and ember-filled undead.
Due to their nature these creatures will eat any unburnt flesh, which leads them to attack and consume everything living from livestock to other undead. When a horde of these creatures is left unimpeded they can cause choking smoke clouds to form over entire regions, as well as raging fires.
Previous Versions
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12/23/2022 3:07:10 AM
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Coming Soon
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