Medium Undead (Warforged), Typically Lawful Evil
Armor Class 14 (natural armor)
Hit Points 34 (8d6 + 6)
Speed 30 ft., Climb 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
9 (-1)
CHA
5 (-3)
Saving Throws STR +4, WIS +1
Skills Survival +4
Damage Vulnerabilities Radiant
Damage Resistances Lightning, Necrotic
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages understands the languages it knew in life
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Shutdown. If targeted by dispel magic, the zombie must succeed on a Constitution saving throw against the caster’s spell save DC or be stunned for 1 minute or until it takes any damage.

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.

Trapped Soul. The clockwork zombie still contains their trapped soul from when they were alive. This is drawn upon to power the clockwork mechanics. Upon taking damage the clockwork zombie must make a Wisdom saving throw of DC 10 or become frightened until the end of its next turn as the soul becomes aware of its situation. While the soul is aware it may cry out warnings of its maker, beg for death's release, or plead to be restored to life. Creatures that can see or hear the clockwork zombie must make a Wisdom saving throw of DC 12 or become  frightened.

Actions

Multiattack. The horror makes one Bite attack and two Rotating Pickaxe attacks, or it makes two Lightning Jolt attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be inflicted with zombie plague. The diseased target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the disease reduces the target's hit point maximum to 0, the target dies, and its body will rise as a zombie in 1d4 hours. Spells and abilities that remove diseases cure zombie plague.  Gentle repose will prevent the body from rising as a zombie.

Rotating Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Lightning Jolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (1d10 + 2) lightning damage.

Description

Clockwork zombies are the result of a failed attempt to replicate the Warforged.

The body of a clockwork zombie can vary based on the desired utility from its maker. Generally the head and torso come from the creature that was sacrificed to serve as the control system for the magical clockwork limbs, weapons, or tools the cobbled together abomination uses to complete tasks commanded by its maker.

 

MeisterBruce

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