Medium Undead, Any Non-Good Alignment
Armor Class 8
Hit Points 29 (3d8 + 16)
Speed 20 ft.
STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/4 (50 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.

Taxidermy. If commanded to take this Action, the Zombie Giant Badger can lock itself into rigor mortis to stay perfectly still, becoming immobile. Its movement becomes 0 and it cannot take any Attack/Ability Actions or Reactions. Until it's commanded to use it's Action to drop rigor mortis, it will appear to simply be a taxidermied animal.

Creatures can use Perception or Investigation to determine the Badger is undead: DC 13.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 4) bludgeoning damage.

Description

Undead zombies move with a jerky, uneven gait. They carry the stench of decay.

Habitat: Urban

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