Medium Undead, Typically Neutral Evil
Armor Class 12 (natural armor)
Hit Points 20 (3d8 + 6)
Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
14 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
3 (-4)
Skills Perception +3, Stealth +4
Condition Immunities Exhaustion
Senses Darkvision 60 ft., Passive Perception 13
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Rare Loot. If a zombie dies there is a 1 percent chance it leaves behind a chunk of iron, a carrot or a potato.

Zombie Head. When a zombie drops to 0 hit points from a charged creeper’s explosion it dies and its head falls off. A zombies’s fallen head is hollow and can be worn as a mask with eye and mouth openings.

Looting. A zombie walking over disregarded equipment will pick it up and equip it.

Sun Sensitive. While the sun is shining and a zombie has no protection aboce their head, that being either a helmet or some structure, it takes 1 (1d4) fire damage.

Actions

Scratch. Melee Weapon Attack: +3 to hit; reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Bite. Melee Weapon Attack: +3 to hit; reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage and 2 (1d4) poison damage.

Weapon. Melee Weapon Attack: +5 to hit; reach 5 ft., one target. Hit: 8 (1d8+3) slashing damage.

 
Lunarasilas

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