Medium Undead, Neutral Evil
Armor Class 11
Hit Points 10 (2d6 + 3)
Speed 40 ft., They fast as frick
STR
14 (+2)
DEX
4 (-3)
CON
20 (+5)
INT
5 (-3)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +4
Damage Vulnerabilities Fire
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Incapacitated, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Cocaina
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the 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.

This creature releases puffs of cocaine constantly. Any creature within 5 feet of the Cocaine Zombie must succeed on a DC 12 Constitution saving throw or be infected with the Cocaine Plague. Those infected with the Cocaine Plague lose 5 - their constitution modifier of their maximum health every hour. They can retry the saving throw at the end of every hour. A creature reduced to zero hitpoints by this effect dies and is turned into a Cocaine Zombie - Grouper.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 14 constitution saving throw or be infected with the Cocaine Plague.

Description

Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.

Habitat: Urban

Hunter_Silver_Shard

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