Large Undead, Neutral Evil
Armor Class 10 Natural Armor
Hit Points 87 (10d10 + 27)
Speed 20 ft.
STR
18 (+4)
DEX
6 (-2)
CON
18 (+4)
INT
3 (-4)
WIS
8 (-1)
CHA
5 (-3)
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60ft, Passive Perception 1
Languages Abyssal Abyssal
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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.

Other Traits. The zombie loses any trait, such as Amphibious, that assumes a living physiology. The zombie cannot cast spells and loses all spell slots. At the GM's discretion, traits that would be harmful to undead no longer affect undead.

Undead Nature. A zombie doesn't require air, food, drink, or sleep.

Actions

 

Zombie Grab. When the hitting a creature with slam the Zombie Minotaur can make a grapple check against it as a bonus action.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:  14 (2d8 +4) [Bludgeoning] damage. 

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) [Piercing] damage. 

 

Description

Animated by necromantic energies, zombies are the bodies of creatures doomed to wander as the living dead. Almost all of these walking corpses are mindless, devoid of personality. Rarely, a humanoid risen as a zombie retains a sliver of its soul and has a rudimentary memory of its previous life. These unlucky few can only moan in frustration as they barely recall the tools and behaviors of their past.

wodkers