Medium Undead (Shapechanger), Neutral Evil
Armor Class 16
Hit Points 70 (10d8 + 30)
Speed 20 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +1
Damage Resistances Necrotic; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine, Bludgeoning from non magical attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

 Undead Fortitude. If damage reduces the vampire 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 vampire zombie rises with 10 hit points.

Actions

Multiattack:  The Vampire Zombie makes two attacks, only one of which can be a bite attack.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage the vampire can grapple the target (escape DC 18).

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature or a creature that is grappled by the vampire zombie, incapacitated, or restrained. Hit: 7 (1d6+4) necrotic damage.

Legendary Actions

Oddities: At the start of the Vampire Zombie's turn, a random oddity happens to it. The effect ends at the start of the next turn, as a new effect occurs. Roll a d6 for each attacking Vampire Zombie, and consult the chart below:

Zombified Vampiric Oddities:

1: One of the Zombie’s arms suddenly shrinks, and a large batwing appears out of its back, doubling its movement speed.

2: The bottom half of the zombie transforms into mist. The zombie’s movement is halved.

3: The zombie’s head suddenly transforms into a large bat’s head, giving advantage to melee attacks against it.

4: The zombie reaches out pointing towards a player character, commanding its accompanying undead animals to attack, but instead the animals attack it.

5: The bottom half of the zombie transforms into bat’s legs, giving disadvantage to melee attacks against it.

6: Nothing happens.

Description

A Vampire Zombie retains the physical characteristics of a vampire, but its mental characteristics are reduced to that of a zombie.

Lair and Lair Actions

Vampire Zombies cannot call bats or rats but instead are attended by 2d4 undead bats and 2d4 undead rats.

A sickly green creeping fog clings to the ground within 500 feet of the vampire zombie's lair. The fog is harmless, but has a rotten smell about it.

Habitat: Urban

Bronislaus

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