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.
Alchemical Nature. The alchemical zombie has a 50% chance of being poisonous and 50% chance of being acidic. Regardless of type, it deals +2 extra damage to its affinity element in a melee attack.
Chain Reation. If the alchemical zombie receives fire damage, it explodes and dies. Everyone within 10 feet of the zombie must make a dexterity saving throw. On a failure, the cresture takes 2d6 fire damage and 1d6 more from the zombie affinity element. Another alchemical zombie automatically fails the test
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage and +2 from his affinity element.
Description
A flesh etaing and savage time bomb. An unfortunate accident with the wrong components made a savage and faster zombie, quickly noticeable by the strong smell of sulfur.
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