Large swarm of Medium undead, Neutral Evil
Armor Class 12
Hit Points 90 (9d12 + 2)
Speed 20 ft., 20 ft. (on land), 40 ft. (rolling downhill)
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
6 (-2)
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the Zombie Ball 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 Ball drops to 1 hit point instead.

Rolling Momentum. The Zombie Ball can roll down hills or inclines, increasing its speed to 40 feet. When rolling downhill, it can move in a straight line and make a Slam attack as a bonus action.

 

Swarm Affinity. The Zombie Ball is treated as a swarm for effects and spells that target multiple creatures, but it has advantage on saving throws against such effects.

Actions

Grapple. Melee Weapon Attack: +4 to hit, reach 10 ft., one Large or smaller creature. Hit: The target is grappled (escape DC 14). The Zombie Ball can grapple up to two creatures at a time.

Engulf (Recharge 6). The Zombie Ball moves through a creature's space and engulfs it. The engulfed creature is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Strength saving throw at the start of each of its turns or take 18 (4d8) bludgeoning damage. If the Zombie Ball takes fire damage, the engulfed creature is expelled into an adjacent space. The Zombie Ball can hold up to two Medium or four Small creatures at a time.

Multiattack. The Zombie Ball makes two Slam attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed 10 feet away from the Zombie Ball.

Roll Over (Recharge 5-6). The Zombie Ball rolls over a creature in its path. Each creature in the Zombie Ball's path, within a 20-foot wide area, must make a DC 14 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be knocked prone on a failed save, or half as much damage on a successful one. A creature knocked prone is also restrained until it escapes.

Rebirth (Recharge 6). When the Zombie Ball is reduced to 0 hit points and destroyed by any means other than a spell or effect that specifically targets multiple creatures, it splits open, releasing 2d4 zombies (your choice of the appropriate zombie stat block) within a 20-foot radius of its former location. These zombies are under the control of the Dungeon Master and may act immediately or on their turn in the initiative order, as determined by the DM.

Description

The horrifying and hideous Zombie Ball is a product of terrible necromantic sorcery. It is basically a rolling, undead monster made of a mass of reanimated zombies welded together. This terrifying being creates havoc and terror everywhere it goes because of its ravenous thirst for destruction.

The Zombie Ball is an extremely dangerous nemesis that can acquire speed when rolling down slopes or hills and turn into a lethal force. It will not give up on any living thing, smashing and crushing anything that gets in its way. It drains its enemies' life power by dealing both bludgeoning and necrotic damage as it strikes them.

One of the most unsettling features of the Zombie Ball is its ability to resurrect fallen zombies upon its own destruction, as long as it's not targeted by spells that affect multiple creatures. This trait adds an element of surprise and danger to the encounter, as players must deal with a potential wave of new undead foes after defeating the Zombie Ball.

Encounters with the Zombie Ball are characterized by chaos, carnage, and the constant threat of being overrun by the relentless advance of this monstrous amalgamation of undead.

Monster Tags: undead

Habitat: HillMountainSwamp

manlycat

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