Large Undead, Neutral Evil
Armor Class 10
Hit Points 70 (7d8 + 25)
Speed 25 ft.
STR
18 (+4)
DEX
8 (-1)
CON
18 (+4)
INT
5 (-3)
WIS
6 (-2)
CHA
6 (-2)
Saving Throws WIS +0
Damage Resistances Cold, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the corrupted zombie 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 corrupted zombie drops to 1 hit point instead.

Deformed. It has advantage on Wisdom (Perception) checks, and on saving throws against being stunned or knocked unconscious.

Charge. If the corrupted zombie moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage from the gore attack. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Multiattack. The corrupted zombie makes two slam attacks. If the corrupted zombie has moved at least 20 feet during it's turn it can additionally make a Gore attack as a bonus action.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Description

Undead zombies that have mutated through corruption and disease. A corrupted zombie's appearance is a horrid twisted thing; it's arms elongated with bones protruding from wrist to shoulder and it's back swelled with thick scabs and callouses.

Habitat: Urban

Darfer

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