Medium Undead, Any Non-Good Alignment
Armor Class 8 Natural armour
Hit Points 25 (5d8 + 3)
Speed 20 ft.
STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws CON +5
Damage Vulnerabilities Radiant
Damage Immunities Necrotic
Condition Immunities Exhaustion
Senses Darkvision 60ft., Passive Perception 8
Languages Only knows languages it knew in life.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Foul Stench. When the zombie dies, it releases a foul stench that penetrates nearby creatures. For 1 minute after the zombie dies, each creature that starts its turn within 5 feet of the dead zombie must make a DC 13 Constitution saving throw or become poisoned for 1 minute.

Zombie Swarm. A zombie can cast Animate Dead at will on any willing soul, which automatically forms as a zombie. This can only be cast once per day.

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

Undeath Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1d8 + 3 necrotic damage plus the target must make a DC 13 Constitution saving throw or transform into a zombie. This effect can be ended by any spell that ends a curse. The target's game statistics become a Zombie and all goals are aligned with the guilty zombie.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1d6 + 3 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. They were brought to life by dangerous necromantic rituals that transverse the rules of life and death in unexpected ways.

Monster Tags: undead

Battlehammer_Hero

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