Large swarm of Medium undead, Lawful Evil
Armor Class 16 Natural Armour
Hit Points 88 (12d10 + 16)
Speed 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
19 (+4)
INT
12 (+1)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws STR +6, CON +7
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Poison
Senses Darkvision 60ft, Passive Perception 14
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Unusual Nature. The Kill Squad doesn’t require air, food, drink, or sleep.

Kill Squad Tactics. The Kill Squad consists of a small handful of Clot Zombies (3d4 to a maximum of 8) and a Zombie Elite, the Kill Squad can occupy the same space as a medium or smaller creature. Each Clot Zombie can grapple one creature within the Kill Squad's space. If a creature is grappled by three or more Clot Zombies, the Kill Strike attack is an automatic critical hit on a successful hit.

 

Actions

Multiattack. The Kill Squad makes four Clot Slam attacks, and one Kill Strike attack if the Kill Squad has a creature grappled. Each of the four Slam attacks can be replaced with a grapple check (DC13) on a creature sharing the same space as the Kill Squad.

Clot Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Kill Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target grappled by the Kill Squad. Hit: 25 (4d10 + 5) slashing damage.

Clot Grapple. Melee Weapon Attack: +4 to hit, reach 15ft., one medium or smaller sized target. Hit: Target is Grappled. and is dragged up to 10 feet to inside the Kill Squad's space.

Description

Zombie Kill Squads are a small unit of coordinated undead, with 4-8 weaker zombies accompanied by a single, armoured, Elite Zombie. These 'kill squads' will focus on a single creature, the weaker 'clots' restraining the target for the elite to make a single powerful execution strike.

Thef_reak

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