AC
8
Initiative
-2 (8)
HP
15
(2d8 + 6)
Speed
20 ft.
Mod | Save | ||
---|---|---|---|
STR | 13 | +1 | +1 |
DEX | 6 | -2 | -2 |
CON | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
INT | 3 | -4 | -4 |
WIS | 6 | -2 | +0 |
CHA | 5 | -3 | -3 |
Immunities
Poison; Exhaustion, Poisoned
Senses
Darkvision 60 ft., Passive Perception 8
Languages
Understands Common plus one other language but can’t speak
CR
1/4 (XP 50; PB +2)
Traits
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.
Actions
Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage.
Brainssss
How to fix this, in my opinion: Give them 2 more hit dice to increase their health from 15 to 24, but limit Undead Fortitude to 2/day. Lets them still be a tank, but with slightly less swingy endurance.
I think the flavour for Monsters with those characteristics is usually more "I feed on Necrotic energy" or so, while for Zombies it's just "I was raised by someone else but am still just a corpse". That would also be the reason Awakened Shrubs aren't immune to all Nonmagical Damage or something as broken as that.