Medium Undead, Neutral Evil
Armor Class 12 Natural armor
Hit Points 25 (4d8 + 12)
Speed 25 ft.
STR
17 (+3)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Skills Athletics +5
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Chemical Benefit. The alchemical enhancements grant the zombie resistance to non-magical bludgeoning, slashing and piercing damage.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Description

An alchemically-enhanced zombie is stronger and more intelligent than typical.  They walk more easily, although still not as gracefully as living creature, and can even utter simple phrases.  They have very little armor, instead relying on their hardened, almost scale-like skin, and wear only a simple loose robe or gown.

Habitat: Urban

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