Large Undead, Neutral Evil
Armor Class 12 Natural
Hit Points 112 (8d8 + 10)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws STR +7, WIS +4
Damage Immunities Poison
Condition Immunities Charmed, Poisoned, Stunned
Senses Darkvision 60 ft., Passive Perception 12
Languages Common Understands the languages of its creator.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
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.

Reaching a Consensus. At the start of each of its turn, the undead conglomerate makes a Wisdom saving throw (DC 16). On a success, the undead conglomerate becomes Unified and gains access to additional abilities. On a failure, the creature loses access to abilities tagged "Unified".

Two Left Feet. While Unified, the undead conglomerate's speed increases to 60 ft.

Innate Spellcasting. The undead conglomerate's spellcasting ability is Intelligence (spell save DC 14). While Unified, the undead conglomerate can innately cast the following spells without material components:

2/day each: Burning Hands, Cause Fear, Identify, Silent Image

1/day each: Crown of Madness, Hold Person, Pyrotechnics

Actions

Multiattack.  Undead Conglomerate makes 4 attacks using either its Slam or Toss attacks, attacking different creatures each time. When Unified the conglomerate can attack a single creature multiple times.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 4) bludgeoning damage.

Toss. Ranged Weapon Attack: +8 to hit, range 20 ft./ 60 ft., one Target. Hit 8 (2d6 +4) bludgeoning damage.

Description

Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.

Habitat: Urban

DaVinci43

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