Large Undead (Cursed), Neutral Evil
Armor Class 10 Natural Armor
Hit Points 30 (4d8 + 10)
Speed
STR
13 (+1)
DEX
4 (-3)
CON
18 (+4)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws CON +6
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 8
Languages Cannot understand spoken language
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the zombie mound to 0 Hit Points, it must make a Constitution saving throw with a DC of 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.

Vile Stench. The Zombie mound exudes a foul odor detectable from 100 ft away. Any creature that comes within 20 feet of the mound must make a Constitution saing throw, DC 14, causing them to use their action to wretch as if suffering the effects of "Stinking Cloud".

Rooted in place. The Zombie mound itself is completely imobile. It automatically fails all dexterity saving throws. Strength Checks made in attempt to move the mound are made with disadvantage.

Actions

Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (2d6 + 1) Bludgeoning damage.

Zombie FlingRanged Attack Roll: +3, range 20 ft. Hit: 4 (1d8 + 1) Bludgeoning damage and spawning a Zombie at the target location.

Create Spawn. At the beginning of the Mounds turn, roll 1d4-1. The Zombie Mound creates that many zombies in an empty space within 5 feet of itself.

Description

The Zombie mound is a disgusting amalgamation of corpes and refuse that periodically creates Zombies with no semblance of what they once were in life. Usually found in places of mass burial or death and cursed with necromantic magics.

Previous Versions

Name Date Modified Views Adds Version Actions
10/8/2024 10:35:08 PM
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