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.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Alert. The Coral in the bodies will send out a psychic signal out to any other coral within 100ft. They can only communicate in the most simplistic of thoughts.
Infect. If a creature has been in contact with any of the coral on a Coral Zombie, from from either a Slam Attack or Grapple, the Coral Zombie can try to infect that creature. They must make a DC 10 constitution save, or be infected. A recently infected creature gains 1 level of exhaustion and will gain additional levels at the start of each of their turns unless they, or someone else, uses an action to rid themselves of the coral. If they reach the final level of exhaustion or die while still infected, instead of dying, they then are over taken by the Coral and become another Coral Zombie. If they go unconscious, the Coral speeds up and the creature gains 2 levels of exhaustion at the start of their turn instead of one.
Description
Coral zombies move with slow and determined gait. Their human skin is bloated and loose on their bones, except where the coral underneath comes through.
The Coral is a part of a collective unconscious and can communicate very simplistically with other infected within 100ft.
Coral zombies typically attach themselves to the bottom of ships when traveling though shallow waters. When enough have gathered on one ship, they will climb aboard to infect the creatures on the ships.
**Art by GrayM on Deviantart
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