Medium Humanoid (Any Race), Neutral Evil
Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws CON +4, WIS +0
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft, Passive Perception 10
Languages understands the languages it knew in life but can't speak
Challenge 3 (700 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.

Actions

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.

Reactions

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.

Monster Tags: undead

Habitat: Urban

Conmyster

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