Medium Undead, Chaotic Good
Armor Class 22 (natural armor)
Hit Points 1000 (15d12 + 75)
Speed 40 ft.
STR
30 (+10)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +6, CON +11, WIS +7, CHA +9
Skills History +7, Perception +11, Stealth +5
Damage Vulnerabilities Radiant
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the zombie fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The zombie can use its Frightful Presence. It then makes 5 attacks

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Frightful Presence. Each creature of the zombie's choice that is within 120 feet of the zombie and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the zombie's Frightful Presence for the next 24 hours.

Infect player has to roll a DC 19 or become a zombie

minor0369

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