Huge Undead, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 175 (13d12 + 91)
Speed 30 ft.
STR
25 (+7)
DEX
8 (-1)
CON
24 (+7)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws CON +10
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands Giant but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Stone Camouflage. The cairn zombie has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Undead Fortitude. If damage reduces the cairn 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.

Actions

Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock (Recharge 4-6). Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Description

Cairn zombies are most commonly created by necromancers or cairn wights. They have lost the ability to blend in to their surroundings like they could in life, though they retain a procedural memory of how to throw missiles but only remember to do this around half the time due to their vestigial nature of their undead mind. Slow and lumbering, they only attack once per round and walk at a slower pace than their living cousins.

(Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum.)

 

Previous Versions

Name Date Modified Views Adds Version Actions
1/5/2023 11:55:31 PM
30
5
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Coming Soon
1/6/2023 9:39:58 PM
20
0
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Coming Soon

Habitat: HillMountainUnderdark

casliber

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