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 of from a critical hit. On a success, the zombie drops to 1 hit point instead.
Strength in Numbers. For each zombie ally within 5 feet, a zombie’s slam attack does an additional die of damage. When the zombies are within range of each other, their amber masks and breastplates begin to glow with an inner light.
Explosive Demise. If the zombie is destroyed without having taken radiant damage, its body explodes in 1d4 rounds. All creatures within a 10 ft radius of the corpse must make a DC 13 Dexterity saving throw, taking 13 (3d8) points of necrotic damage on a failed save or half as much on a successful one. If any of the damage that was done to destroy the zombie was radiant, it does not explode.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Description
Amber zombies were created through a combination of arcane and divine necromancy.
Inoffensive servants. While most zombies are characterized by their hideous visage and decaying stench, Amber zombies are treated with preservative measures so that they can serve as attendants to nobility. Their faces are sealed beneath a featureless, amber-colored mask. Beneath their robes, their torsos are sealed beneath a breastplate of the same material. They can easily be mistaken for constructs instead of undead.
Castle Amber
Conversion Guide and Expansion
Original Adventure by Tom Moldvay
Conversion to 5e and Expansion Notes by Stuart Broz
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