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.
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.
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.
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