| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 18 | +4 | +10 |
| CON | 17 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +4 |
| WIS | 9 | -1 | +1 |
| CHA | 7 | -2 | -2 |
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.
Disengage: every turn this monster is able to freely leave and enter melee range without provoking a provoke attack
Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d20 + 3) Bludgeoning damage.
grab and bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d12 + 3) piercing damage. causing any item/weapon being holded by two hands are unaccusable until using their bonus action to break free from the bite
Description
After some time the Runner Zombies mutate again and start to attack weaker or more vulnerable targets even by speeding thru other targets







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