Medium Undead, Neutral Evil
Armor Class 11 (Chloroplast Plate)
Hit Points 34 (5d8 + 12)
Speed 20 ft.
STR
17 (+3)
DEX
5 (-3)
CON
17 (+3)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Skills Athletics +5
Damage Resistances Fire
Damage Immunities Lightning, Poison, Psychic
Condition Immunities Blinded, Deafened, Frightened, Poisoned
Senses Darkvision 60 ft., Tremorsense 25 ft., Passive Perception 9
Languages understands the languages it knew in life but can't speak
Challenge 1/2 (100 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.

Chloroplast Plate. The fungal zombie is entombed by large chitin plates of hardened bone mass and plant fibers, giving the zombie +2 to its armor class. (included)

Piercing Thorns. The fungal zombie has large spines wrapping around its body providing the zombie with an additional damage die on attacks. (included)

Infested. The carrier form is infested with toxic and highly contagious spores. Whenever a creature takes poison damage from the form. They must make a DC 14 Constitution saving throw, becoming infected by the spores on a failed save. Creatures immune to disease are immune to this effect. The spores invade the creature's system, killing it in a number of hours equal to 1d12 + the Constitution score of the creature. If the creature is killed by the disease, they raise as a fungal zombie under the control of the blight. 

Actions

Multiattack. The carrier makes two tendril attacks. If both of the tendrils hit a creature, the form can launch itself up to 10ft. toward the target and make a Maw attack against them as a bonus action. 

Maw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage, plus 7 (2d6) poison damage. 

Grasping Tendril. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 11 (3d6+1) piercing damage. 

Reactions

Rupturing Death. Once the zombie drops to 0 hit points it can use its reaction to move half of its movement speed and then explode. All creatures within a 10 ft. radius must make a DC 14 constitution saving throw, taking (4d10) poison damage and becoming poisoned for 1 minute. Or half the damage and averting the poisoning on a successful one.

Description

Fungal zombies are formed from the bodies of the freshly dead that have been infested with the fungal spores of the blight. They are similar to typical zombies but with the exception of one of their appendages being replaced by a massive vine like tendril which they use to grapple and pull in prey. 

Previous Versions

Name Date Modified Views Adds Version Actions
9/25/2024 7:19:25 PM
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Habitat: Urban

Christman

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