Armor Class 16 (natural armor)
Hit Points 175 (16d12 + 50)
Speed 40 ft.
STR
20 (+5)
DEX
13 (+1)
CON
18 (+4)
INT
1 (-5)
WIS
8 (-1)
CHA
9 (-1)
Saving Throws STR +9, CON +8
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 9
Languages understands the languages it knew in life but can’t speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Deathly Stench. Any creature that starts its turn within 10 feet of the zombie must succeed on a DC 16 Constitution saving throw or take 9 (2d8) poison damage and be poisoned until the start of the creature’s next turn.

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

Legendary Resistances (3/day). If the Augmented Zombie Clot fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The zombie makes two Slam attacks, one Clot Purge attack, or a Flesh Entomb attack.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (4d8 + 5) bludgeoning damage.

Clot Purge. Ranged Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 15 (2d10 + 3) bludgeoning damage.

Flesh Entomb (Recharge 5–6). The zombie flings a detached clump of corpses at a creature it can see within 30 feet of it. The target must succeed on a DC 18 Strength saving throw or take 16 (3d10) bludgeoning damage, and if the target is a Large or smaller creature, it becomes entombed in dead flesh.

A creature entombed in the dead flesh is restrained, has total cover against attacks and other effects outside the dead flesh, and takes 10 (3d6) necrotic damage at the start of each of its turns. The creature can be freed if the dead flesh is destroyed. The dead flesh is a Large object with AC 10, 35 hit points, and immunity to poison and psychic damage.

Legendary Actions

The Augmented Zombie Clot has three (3) legendary actions that renew at the end of its next turn.  The legendary actions can be used at the end of any character's turn.

Legendary Actions:

1 - Slam. The Augmented Zombie Clot makes one Slam attack against a target within 10 feet of it.

2 - Clot Purge. The Augmented Zombie Clot makes one Clot Purge attack against a target within 30 feet of it.

3 - Reform Clot. The Augmented Zombie Clot reabsorbs fallen corpses nearby. The Augmented Zombie Clot absorbs 1d6 corpses that have been sheared off of it and heals 10 points for each corpse absorbed.

Description

Augmented by powerful necromantic magic, the Augmented Zombie Clot serves as a living suit of armor for the concentrating necromancer or lich enshelled within.

Previous Versions

Name Date Modified Views Adds Version Actions
10/19/2024 5:23:39 PM
2
1
1
Coming Soon
Spitz79

Comments

Posts Quoted:
Reply
Clear All Quotes