AC
8
Initiative
−2 (8)
HP
15
(2d8 + 6)
Speed
20 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 6 | −2 | −2 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 6 | −2 | +0 |
| CHA | 5 | −3 | −3 |
Vulnerabilities
Fire
Immunities
Poison; Exhaustion, Poisoned
Senses
Darkvision 60 ft.; Passive Perception 8
Languages
Understands Common plus one other language but can’t speak
CR
1/4 (XP 50; PB +2)
Traits
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.
Actions
Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage.
Cherry Shot. Ranged Attack Roll: +3, reach 30ft. Hit: 3 (1d4 + 1) Piercing damage.
Bonus Actions
Jittery Dash. As a bonus action, the Coffee Zombie can use its extreme caffeination to move up to 20 additional feet.
Description
This corpse is deeply cursed by coffee magic. Stems of coffee plants burst from parts of the decaying flesh, and it seems to have more energy than a “typical” zombie.
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