Medium Undead, Lawful Evil
Armor Class 12 (Combat Armor)
Hit Points 22 (5d8)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws CON +4
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft, Passive Perception 9
Languages Understands Infernal but can't speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Undead Resilience.
The zombieman does not need to eat, sleep, or breathe. It has advantage on saving throws against effects that turn undead.

Unholy Servitor.
The zombieman is bound to the will of its infernal master. It cannot act independently unless its master is destroyed.

Combat Training.
Though undead, zombiemen retain muscle memory and basic weapon training. They do not suffer disadvantage with ranged weapons.

Actions

Burst Rifle (Ranged Weapon Attack).
+4 to hit, range 80/240 ft., one target.
Hit: 7 (1d10 + 2) piercing damage. On a hit, the target must make a DC 11 Constitution saving throw or take an additional 3 (1d6) necrotic damage from corrupted rounds.

Smash (Melee Weapon Attack).
+4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage.

Reactions

Last Burst (1/Day).
When reduced to 0 hit points, the zombieman may fire one final rifle burst as a reaction. It makes one Burst Rifle attack before falling.

Description

Zombiemen are cannon fodder in hell’s armies, typically deployed in groups. They will attempt to stay at range but are not above charging in with their fists if needed. They never retreat and fight until destroyed.

Variant: Elite Zombieman (CR 2)

  • HP 45 (6d10 + 12)

  • AC 14 (reinforced armor)

  • Multiattack: Makes two Burst Rifle attacks per turn

  • New Feature: Grenade Toss (Recharge 5–6). Throws a fragmentation grenade (15 ft. radius, DC 13 DEX save, 14 (4d6) fire damage or half on success).

DustMaster69

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