Medium Undead, Neutral Evil
Armor Class 14 Natural Armor
Hit Points 68 (8d8 + 32)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws WIS +1
Damage Resistances Cold, Necrotic
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60, Passive Perception 9
Languages --
Challenge 4 (1,100 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 of falling unconscious.

  • Fear Aura: Any creature that starts its turn within 10 feet of the Viking Warrior Zombie must succeed on a DC 13 Wisdom saving throw or be frightened until the start of the creature’s next turn.

Actions
  • Multiattack: The Viking Warrior Zombie makes two melee attacks.

  • Greataxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 4) slashing damage.

  • Throwing Axe: Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 8 (1d6 + 4) slashing damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions
  • Parry: The Viking Warrior Zombie adds 2 to its AC against one melee attack that would hit it. To do so, the zombie must see the attacker and be wielding a melee weapon.
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

  • Origin: These zombies are the reanimated corpses of fallen Viking warriors, brought back by dark magic or curses. They retain their combat prowess but are driven by an insatiable hunger for battle.

  • Behavior: Viking Warrior Zombies are relentless in combat, showing no fear or hesitation. They are often found guarding ancient burial sites or serving dark necromancers.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Arctic

Khaos87NC63923

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