Medium Undead, Chaotic Evil
Armor Class 18 Natural
Hit Points 300 (35d8 + 140)
Speed 40 ft., climb 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
22 (+6)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +12, DEX +9, CON +12
Skills Athletics +12, Intimidation +5, Perception +8, Stealth +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 120, Passive Perception 18
Languages Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/day).

 If the Zombie Wolverine fails a saving throw, it can choose to succeed instead.

Undead Regeneration.

 Zombie Wolverine regains 15 hit points at the start of his turn. If he takes radiant or fire damage, this regeneration is suppressed until the end of his next turn. If reduced to 0 hit points, Zombie Wolverine regains 50 hit points unless he is affected by radiant or fire damage on the turn he drops to 0 hit points.

Undead Fortitude.

 If damage reduces Zombie Wolverine to 0 hit points, he can make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Zombie Wolverine drops to 1 hit point instead.

Adamantium Claws (Undead).

 Zombie Wolverine’s claws are treated as magical weapons and ignore resistances to slashing damage. On a critical hit, the target takes an additional 10 (3d6) necrotic damage.

Relentless Hunter.

 Zombie Wolverine has advantage on Wisdom (Perception) checks to track creatures. He can also smell living creatures within 120 feet, even through walls.

Actions

Multiattack.

 Zombie Wolverine makes three attacks with his claws.

Adamantium Claws.

 Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 6) slashing damage plus 7 (2d6) necrotic damage.

Savage Leap (Recharge 5-6).

 Zombie Wolverine leaps 20 feet toward a target and makes a claw attack. If the attack hits, the target must succeed on a DC 18 Strength saving throw or be knocked prone. On a failed save, the target takes an additional 14 (4d6) necrotic damage.

Bite.

 Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 10 (3d6) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or be infected with a zombie virus. The infected target takes 7 (2d6) necrotic damage at the start of each of its turns until cured.

Bonus Actions

Unholy Frenzy (Recharge 5-6).

 As a bonus action, Zombie Wolverine enters a berserk state for 1 minute. During this time, he has advantage on all attack rolls and gains an extra attack each time he takes the Attack action. At the end of the frenzy, Zombie Wolverine suffers 20 necrotic damage, which cannot be regenerated.

Legendary Actions
The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn.
  • Claws Attack:  Zombie Wolverine makes one claw attack.
  • Frenzied Strike: Zombie Wolverine makes a bite or claw attack with advantage.
  • Regenerate: Zombie Wolverine regains 10 hit points.

Monster Tags: undead

Habitat: ForestMountainSwampUrban

nickmasch44

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