Medium Undead, Neutral Evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft., If it ever is forced to leave the cabinet.
STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
4 (-3)
WIS
6 (-2)
CHA
6 (-2)
Saving Throws WIS +0
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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.

Actions

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... 

Habitat: Urban

ZapTapDND

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