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.
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