Large Undead (Brute), Typically Chaotic Neutral
AC 17 Natural armor    Initiative +4 (14)
HP 150 (14d20 + 10)
Speed 30 ft.
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
Vulnerabilities Cold, Thunder
Resistances Bludgeoning, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Immunities Poison; Charmed, Exhaustion, Frightened, Poisoned
Gear Any blunt weapon
Senses Blindsight For up to 100 feet, Darkvision 60 ft., Passive Perception 8
Languages Understands Common plus one other language but can’t speak
CR 5 (XP 1,800; PB +3)
Traits

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

Actions

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.

 

Bonus Actions

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.

Monster Tags: abberationhumanoidAbominations

Habitat: Planar (Beastlands)Planar (Shadowfell)UnderdarkUrban

Treasure:  Any

the_dm_cauldron

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