Legendary Resistance (2/Day). If the zombie fails a saving throw, it can choose to succeed instead.
Multiattack. The zombie makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) poison damage. If the damage reduces the target to zero hit points and they die then they rise 1d4 rounds later as a zombie (reworked).
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Vile Breath (Recharge 5–6). The zombie exhales vile poisonous gas in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 21 (6d6) poison damage plus 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. If the damage reduces the target to zero hit points and they die then they rise 1d4 rounds later as a zombie (reworked).
The zombie can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zombie regains spent legendary actions at the start of its turn.
Claw Attack. The zombie makes a claw attack.
Wing Attack. The zombie beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or be knocked prone.
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