Keen Hearing and Smell. The zombie worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Undead Fortitude. If damage reduces the zombie worg 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.
Multiattack. The zombie worg makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage.
Infected Bite (Recharge 4–6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. On a hit, If the target is a creature, it must succeed on a DC 13 Constitution saving throw or it becomes paralyzed for two turns. The target also takes (2d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Risen from the dead through dark necromantic magic, the Undead Zombie Worg prowls the land as a nightmarish fusion of beast and corpse. Its once-lustrous fur is now matted and torn, revealing patches of decaying flesh beneath. The stench of death follows it like a shadow, and its eyes glow with a sinister red light, devoid of life yet filled with a malevolent hunger.
The zombie worg's jaws are filled with cracked and broken teeth, capable of tearing through flesh with terrifying ease. Its body, though weakened by decay, is still muscular and powerful, driven by an unholy force that ignores the limits of the living. Its gait is erratic and unsettling, punctuated by unsettling twitches and jerks, as if its body is constantly fighting against the inevitable pull of death.
Previous Versions
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