Small Undead (Human)
Armor Class 18 Plate
Hit Points 75 (1d6)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
17 (+3)
INT
9 (-1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +6
Damage Vulnerabilities Fire
Damage Resistances Necrotic, Radiant
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened
Gear Plate Armor, Greatsword
Senses Passive Perception 14
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Legendary Resistance (1/day). If Carp fails a saving throw, it can choose to succeed instead.

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

Fallen Undead. The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.

 

Actions

Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Stunning Strike. A creature within 5 feet must succeed a DC 14 Dexterity saving throw or take 5 (2d4 + 5) piercing damage and be stunned until Carp's next turn.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Parry. Carp adds 5 to its AC against one melee attack that would hit it. To do so, Carp must see the attacker and be wielding a melee weapon.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The undead corpse of Carp of Fandelion

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.

darrianingles

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