Wardrobe: After each attack, the will close the wardrobe. This increases his AC by 2 while inside.
Kidnap: If the zombie successfully pulls a creature inside the wardrobe with them, this creature's attacks are rolled at an advantage against that target. To escape the wardrobe, they must succeed a DC 12 strength saving throw.
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.
Kidnap: The zombie attempts to grab a person in front of the wardrobe and lock them inside with it. The target must make a DC 10 strength saving throw to avoid this. On a failed saving throw, the target is pulled inside the wardrobe. On success, the target is unaffected.
Scratch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Description
Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.
This poor soul died in a wardrobe. It refuses to leave and waits to ambush anything that walks In front of it. Of course it is a zombie and not very silent or capable of bring silent. Anyone who gets pulled inside the wardrobe is usually looking for a fight or stupid. Or deaf... they could be deaf...
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