Burning Flesh. A creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Additionally, the scent of burning flesh forces creatures that start their turn within 10 feet of the zombie to make a DC 13 Constitution saving throw; on a failed save they spend their next available action retching. A creature that succeeds on this saving throw is immune to it for the next 24 hours.
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.
Volatile. If the zombie is subjected to fire damage, it instead takes no damage and detonates (as by its detonate action).
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) fire damage.
Detonate. The zombie explodes in a 15 foot radius sphere of roaring flames, forcing a DC 13 Dexterity saving throw. On a failed save, creatures take 21 (6d6) fire damage, or half as much on a success. This destroys the zombie.
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. Zombie sappers are strapped with magical explosives by especially adept necromancers with troops to spare; if slain before detonating, they magic dissipates harmlessly. This is a precaution, as a loose arrow in a cluster of sappers could very well destroy an entire horde of the things.
Given that zombies are, to say the least, dimwitted, they will simply seek out the nearest living thing and detonate unless otherwise directed. This makes them somewhat difficult to effectively marshal, and as such a talented necromancer is usually behind a competent force of them.







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