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.
Undead Toll. When reanimating this zombie for the first time, the casting time is doubled.
Strangle. This action allows the zombie to use its multiple hands to attempt to suffocate a living creature. When hit, the target must succeed on a DC11 STR check to avoid a stranglehold. Creatures that fail this check take 3 (1d4 + 1) piercing damage at the start of their turn. When starting each turn strangled, the creature must make another save or remain strangled. Cannot be used on undead, constructs, or creatures that do not breathe normally.
Living Tissue. The zombie's flesh is less decayed than normal from its modifications. As a result, it loses its poison immunity.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) slashing damage
Strangle. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 4 (1d6 + 1) piercing 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.
This particular variety has two hands on each arm, each conjoined at the wrist. While less coordinated than unmodified undead, it is able to use its new appendages to grab and strangle enemies.
Previous Versions
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6/6/2019 5:16:09 AM
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6/6/2019 5:18:20 AM
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