Regeneration: The Mutants regains 10 Hit Points at the start of its turn. If the mutant takes radiant, acid or fire damage, this trait doesn't function at the start of the Mutants next turn. The Mutant dies only if it starts its turn with 0 Hit Points and doesn't Regenerate.
Undead Fortitude: If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 15+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: Zombie Mutant can make four attacks with his unarmed strikes 6 with Penile assault
Unarmed Strike: +10 to hit. 5D6 (30) +10 bludgeoning Damage
Penile Assault: +10 to hit. 2d6 (11) +10 pricing damage
Splooge Shot: +10 to Hit 6D8 (40) Acid damage
Perverted Grasp: Mutant Zombie can attempt a creature as a reaction if hit by a melee attack they must make a DC 22 saving throw or be grappled. The creature can attempt a saving throw at the beginning of each of their turns.
Description
A rare undead abomination created by a combination of dark magic and cardinal sin. This creature loses most of its connotative ability but gains immense strength and amplified cardinal desires scores higher than they did in life.
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