Tackle: Str vs Athletics/Acrobatics save. On success, the target is restrained and knocked prone, on failure, the zombie falls prone
Unarmed strike. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 4 (2 + 2) bludgeoning damage.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) piercing damage.
Description
Zombies are shambling headless husks, controlled by a nearby Grey ghoul bannerlord. They are a byproduct of the ritual to create flameskulls, wraiths, and greysouls.
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.







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