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.
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.
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