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.
Comments