Medium Undead, Neutral Evil
Armor Class 8
Hit Points 30 (4d8 + 12)
Speed 20 ft.
STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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.

Heated Weapons. Any melee weapon the zombie wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Heated Body. A creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Illumination. The zombie sheds bright light in a 30-foot radius and dim light in an additional 30 feet. 

Water Susceptibility. For every 5 feet the zombie moves in water, or for every gallon of water splashed on it, it takes 4 (1d8) cold damage.

Actions

Multiattack. The zombie makes two melee attacks. 

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) fire damage. 

Hurl Flame. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 9 (2d8) fire damage.

Description

Art by AlexanderExorcist on DeviantArt

A burning man is created when a fire elemental becomes trapped in a corpse through evil magic. These flaming charred bodies are forced to carry out the wishes of their masters, who are most often evil wizards and efreeti who command them to simply destroy. If a burning man is broken free from its master’s control, it continues to rampage, desperate to escape its prison of ashes and flesh.

Habitat: Urban

Shades_the_Mothman

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