Turn Resistance. The guard has advantage on saving throws against any effect that turns undead.
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.
Unusual Nature. The zombie guard doesn’t require air, food, drink, or sleep.
Halberd. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d10 + 1) slashing damage and 3 (1d6) necrotic damage.
Description
These zombies are slightly more intelligent than your average shambling undead. They're commonly used by necromancers as guards and basic foot soldiers given that they don't need to sleep and can always be on the lookout. An aspiring necromancer may want to supplement a group of zombie soldiers with more perceptive creatures however, if they intend for these zombies to react to anything, since they are liable to not notice particularly stealthy adventurers.
Previous Versions
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4/13/2025 5:39:05 PM
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4/13/2025 5:41:10 PM
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1.3.1
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