Large Undead, Neutral Evil
Armor Class 20 Natural Armor
Hit Points 114 (12d10 + 48)
Speed 30 ft.
STR
19 (+4)
DEX
6 (-2)
CON
18 (+4)
INT
7 (-2)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages Understands Common and Giant but can't speak them
Challenge 4 (1,100 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.

Magic Attacks. All of the Arch Ogre Zombies attacks are magical.

Actions

Multiattack. The Arch Ogre Makes 2 attacks with its monringstar.

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

FlameTongue Greatsword. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) Slashing damage plus 14 (4d6) fire damage.

RussetLord

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