Medium Undead, Neutral Evil
AC 12 Natural Armor    Initiative −2 (8)
HP 15 (2d8 + 6)
Speed 20 ft.
Mod Save
STR 14 +2 +2
DEX 6 −2 −2
CON 16 +3 +3
Mod Save
INT 3 −4 −4
WIS 9 −1 +1
CHA 5 −3 −3
Vulnerabilities Thunder
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Psychic; Exhaustion, Poisoned
Gear 4 Javelins
Senses Darkvision 60 ft.; Passive Perception 9
Languages Understands Common plus one other language but can’t speak
CR 1/4 (XP 50; PB +2)
Traits

Crystal Fortitude. If damage reduces the zombie to 0 Hit Points, it falls unconscious unless the damage is thunder or from a critical hit. On the beginning of it's next turn the zombie makes a Constitution saving throw (DC 13) On a successful save, the zombie drops to 3 Hit Points instead. On a failed save, the zombie bursts with crystals from its body forcing all creatures within 5ft to make a Dexterity saving throw (DC 13) or take 2d4 + 1 Magical Piercing Damage.

Actions

Greataxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Habitat: Planar (Shadowfell)UnderdarkUrban

RandomGamer667

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