Medium Undead, Neutral Evil
Armor Class 11 Natural Armor
Hit Points 24 (2d10 + 10)
Speed 20 ft.
STR
13 (+1)
DEX
7 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Damage Resistances Bludgeoning
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Crystal Core. If damage reduces the corpse to 0 hit points, it must make a Constitution saving throw with a DC of 3+ the damage taken, unless the Valtrinite core at the center of the corpse is destroyed. On a success, the corpse drops to 4 hit points instead

 

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Description

Valtrinite Corpses move with a jerky, uneven gait similar to a regular zombie. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay but, unlike zombies or other undead what curses them to walk once again is the corruption of Valtrinite crystals. These crystals of death form around a deceased body and somehow a force within the crystals take control over the body.

Habitat: Underdark

KageKanji

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