Medium Undead, Neutral Evil
Armor Class 9 Natural Armour
Hit Points 26 (4d8 + 9)
Speed 20 ft.
STR
14 (+2)
DEX
4 (-3)
CON
16 (+3)
INT
4 (-3)
WIS
7 (-2)
CHA
4 (-3)
Saving Throws WIS +0
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands the languages of its creator but can't speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the Zombie Clubber 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.

Cold Dead Hands. If and attempt to disarm the Zombie Clubber is made you must do a Strength contest fallowed by by a slight of hand check of 11 or higher to disarm the Zombie Clubber.

Actions

Whomp. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (2d6 + 2) bludgeoning damage.

Bite. Melee Unarmed Attack: +3 to hit, reach 2 ft., one target. Hit: 4          (1d4 + 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. They also carry a tree limb to take out threats to them and their creator.

Habitat: Urban

BubbleFlareVader

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