| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 10 | +0 | +3 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | -3 | -3 |
| WIS | 8 | -1 | -1 |
| CHA | 8 | -1 | -1 |
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead
aggressive. As a bonus action, the creature can move up to its speed towards a hostile creature that it can see within range
blood frenzy. The creature has advantage on melee attack rolls against any creature that does not have all of its health
Keen smell. The creature has advantage on wisdom (perception) checks that rely on smell
siege monster. The creature does double damage to objects and structures
Slam. Melee Attack Roll: +3: reach 10ft. Hit: 5: 2d8+4 Bludgeoning damage.
Stomp. Melee Attack Roll: +5: reach 5 ft. Hit: 5: 3d10+2 Bludgeoning damage.
Headbutt. (If the zombie jock Uses the Aggressive, bonus action they can use this bonus action along with it for free) Melee Attack Roll: +4: reach 5ft. Hit: 5: 1d12+2 Bludgeoning damage.
Description
Zombie jocks Are a larger variant of the regular zombie (See below)with longer arms, faster, speeds, and all in all as the name suggests, they are jock
Zombies
Zombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances.
Zombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.







Comments