Medium Undead, Neutral Evil
Armor Class 10
Hit Points 17 (3d8 + 9)
Speed 40 ft.
STR
14 (+2)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
12 (+1)
CHA
3 (-4)
Saving Throws WIS +3
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Understands the languages of its creator but can't speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) slashing damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) piercing damage.

Shriek. 5-6 Recharge: Psychic attack: Everything except other Clawmen in a 60 ft. must make a DC 14 Wisdom saving throw, or take 1d4 psychic for every clawmen in a 45 ft. range.

Description

Reeking of death and decay, Clawmen are lank and a hive-minded creature, only pledging allegiance to whoever controlled this hivemind. They can also screech as a collective unit, laced subtly with forbidden secrets and terrible truths, causing psychic damage. This suggests that they have origins in the far realm. Though not very armored, they have sharp claws and long teeth, just as sharp as the claws. Clawmen usually come in numbers of 6-8, though a single hive can number in the dozens.

Habitat: Urban

Dylan_the_Diplomat

Comments

Posts Quoted:
Reply
Clear All Quotes