Traits
Undead Fortitude. If damage reduces the Zombie Elf 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 Elf drops to 1 hit point instead.
Icy Grip of the Grave. Any creature grappled by the Zombie Elf takes 1d6 cold damage at the start of each of the Zombie Elf's turns as the bitter cold of undeath seeps into their body.
Pack Tactics. The Zombie Elf has advantage on attack rolls against a creature if at least one of the Zombie Elf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Cold Aura. A freezing chill surrounds the Zombie Elf in a 5-foot radius. Any creature that ends its turn within this area must succeed on a DC 12 Constitution saving throw or take 1d4 cold damage. Elves and undead are immune to this effect.
Multiattack. The Zombie Elf makes two attacks: one with its Candy Cane Claw and one with its Festering Bite.
- Candy Cane Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
- Festering Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw or become poisoned for 1 minute. If the target is already poisoned, they are paralyzed instead until the poison wears off.
Tangle of Holiday Lights (Recharge 5-6). The Zombie Elf hurls a tangle of corrupted Christmas lights at a target within 30 feet. The target must succeed on a DC 12 Dexterity saving throw or be restrained by the lights. A creature restrained by the lights can use its action to make a DC 12 Strength check, freeing itself or another creature within reach on a success. The lights deal 1d6 lightning damage at the start of the restrained creature’s turn.
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Description
Tactics:
Zombie Elves use their Pack Tactics to overwhelm single targets, clawing and biting them while using their Tangle of Holiday Lights to immobilize those who attempt to flee. Their Cold Aura adds another layer of danger to any close combat encounter, slowly wearing down enemies who try to engage them head-on. They are especially dangerous in large groups, and their Undead Fortitude can make them hard to fully put down without radiant magic or critical hits.
Lair and Lair Actions
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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