Armor Class
7
Hit Points
15
(2d8 + 6)
Speed
15 ft.
STR
14
(+2)
DEX
5
(-3)
CON
16
(+3)
INT
2
(-4)
WIS
5
(-3)
CHA
4
(-3)
Damage Immunities
Poison
Condition Immunities
Exhaustion, Poisoned
Senses
Darkvision 60 ft., Passive Perception 8
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Hoard. The zombie has advantage on an attack roll against a creature if at least one of the zombie's allies is within 5 feet of the creature and the ally isn't incapacitated.
Corrupted Carrier. When the zombie is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 7 (2d6) poison damage and if this damage reduces the target to zero hit points they die and rise 1d4 rounds later as a zombie (reworked).
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and if the damage reduces the target to zero hit points and they die then they rise 1d4 rounds later as a zombie (reworked).
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