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.
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Parry. The zombie knight adds 2 to its AC against one melee attack that would hit it. To do so, the zombie knight must see the attacker and be wielding a melee weapon.
Description
With the special care of a necromancer, a zombie can be pushed beyond their normal limits. The armor a zombie knight wears is specially prepared to prevent decay and allows them to pass as a regular knight as long as they keep their helmet on. This amount of care and focus is usually not worthwhile, meaning many of these zombie knights held a special connection to the necromancer.
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