Armor Class
11
(torn cloth)
Hit Points
62
(7d8 + 27)
Speed
40 ft.
STR
18
(+4)
DEX
18
(+4)
CON
17
(+3)
INT
4
(-3)
WIS
4
(-3)
CHA
4
(-3)
Saving Throws
STR +6, DEX +6, CON +5
Damage Resistances
Acid
Condition Immunities
Charmed, Exhaustion, Grappled, Poisoned, Restrained, Unconscious
Senses
Passive Perception 10
Languages
Common, Undercommon Any one language (usually Common)
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Reckless. At the start of its turn, the Shimmer Zombie can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Regeneration. The Shimmer user regains 7 hit points at the start of its turn.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2) bludgeoning damage. Target must succeed on a DC 12 Strength (Athletics) or Dexterity (Acrobatics) saving throw or be knocked prone and pushed 10 ft.
Description
Shimmer Zombies cannot be reasoned with.
Comments