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.
Death Gaze. When a creature that can see the zombie’s eyes starts its turn within 30 feet of the zombie, the zombie can force it to make a DC 15 Constitution saving throw if the zombie isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the frightened condition. Otherwise, a creature takes 33 (6d10) psychic damage on a failed save.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, that creature must immediately make the saving throw.
Legendary Resistance (3/Day). If the zombie fails a saving throw, it can choose to succeed instead.
Turning Defiance. The zombie and any zombie dragons within 60 feet of it have advantage on saving throws against effects that turn undead.
Multiattack. The zombie can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the zombie's choice that is within 120 feet of the zombie and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the zombie's Frightful Presence for the next 24 hours.
Corrosive Breath (Recharge 5–6). The zombie exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 18 (4d8) acid damage plus 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
The zombie can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zombie regains spent legendary actions at the start of its turn.
Detect. The zombie makes a Wisdom (Perception) check.
Tail Attack. The zombie makes a tail attack.
Wing Attack (Costs 2 Actions). The zombie beats its wings. Each creature within 10 feet of the zombie must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Zombie dragons stink of death and their scaly hides sport gaping holes, chewed by worms.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/20/2023 2:22:50 AM
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10
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2
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Coming Soon
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