Medium Undead, Neutral Evil
Armor Class 17 Natural armor
Hit Points 84 (12d8 + 24)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
20 (+5)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws INT +8, WIS +4
Damage Resistances Damage from Spells
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft, Tremorsense 30 ft, Passive Perception 12
Languages Understands Abyssal, Common, and Deep Speech but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Keen Sight: The Empowered Zombie Nothic has advantage on Wisdom (Perception) checks that rely on sight.

 

Actions

Rotting Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 5 (1d10) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be infected with zombie rot.

 

Zombie Rot: At the start of each of the infected creature's turns, it takes 9 (2d8) necrotic damage. The infected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Regenerative Decay: The Empowered Zombie Nothic regains hit points equal to 1d6 + 4. This ability can't be used again until the end of the Empowered Zombie Nothic's next turn.

Reactions

Legendary Resistances (3/Day): If the Empowered Zombie Nothic fails a saving throw, it can choose to succeed instead.

 

Legendary Actions

Once a day:

Mind Warp : The Empowered Zombie Nothic targets one creature it can see within 60 feet of it that has an Intelligence score of 4 or higher. The target must succeed on a DC 18 Wisdom saving throw or be charmed by the Empowered Zombie Nothic. While charmed in this way, the target is under the telepathic control of the Empowered Zombie Nothic and must use its action to make a melee attack against a creature of the Empowered Zombie Nothic's choice, using any available weapons or natural weapons. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Empowered Zombie Nothic is a terrifying undead creature that has been imbued with dark energy, enhancing its already formidable abilities. Its decaying flesh hangs loosely from its skeletal frame. Glowing orbs of eerie light burn within its eye sockets, radiating malevolent intelligence and a hunger for flesh. 

Despite its twisted and corrupted form, the Empowered Zombie Nothic retains a semblance of its former intelligence, allowing it to scheme and plot with a cunning that belies its undead nature. It is a creature of dark desires and insatiable hunger, forever seeking to feed its twisted appetites on the souls of the living.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underdark

marksears1219

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