Medium Humanoid (Fiend), Chaotic Neutral
Armor Class 15 Natural Armor/Hide
Hit Points 50 (5d8)
Speed
STR
10 (+0)
DEX
12 (+1)
CON
16 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
10 (+0)
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Poisoned
Gear A Staff (quarterstaff): Made of ancient wood, used as a spell focus. Hide Armor. Herbal Pouch: Contains rare ingredients for spells and healing.
Senses Passive Perception 15
Languages Common, Druidic
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the rabbit to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the rabbit drops to 1 hit point instead.

Spellcasting. The Zombie Durid is a 3rd-level spellcaster. Its spellcasting ability is Wisdom 8 + Proficiency Bonus + Ability Modifier. Spell Attack Modifier is Proficiency Bonus + Ability Modifier.

Proficiency Bonus: +2

The Zombie Durid has the following Durid spells prepared:
Cantrips (at will): Chill Touch, Thorn Whip, Shillegh

1st level (4 slots): Gentle Repose, Entangle

 

2nd level (3 slots): Spike Growth, Pass Without Trace

 

3rd level (2 slots): Conjure Animals

Actions

Multi Attack: The Zombie Druid can take the attack action to make one bite/claw attack, and one rotten touch attack.

Wild Shape. 

Bite/claw attack. A standard Melee Attack: +6 to hit, 1d6 + 6 Piercing/Slashing damage + 1d4 Necrotic Damage.

Rotten Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 2 Necrotic damage. No wildshape

Animate Spores. Circle of spores, using a bonus action to deal a small amount of necrotic damage to a creature within 10ft. OR Use an action to animate a dead small or medium beast/humanoid corpse as a standard Zombie.

 

 

Bonus Actions

Animate Spores. Circle of spores, using a bonus action to deal a small amount of necrotic damage to a creature within 10ft. OR Use an action to animate a dead small or medium beast/humanoid corpse as a standard Zombie.

Jittery Movement. Little hops that give the rabbit a small defensive edge. Bonus action to take the Disengage action.

Reactions

Corrupting Spines: While in Rabbit (Wild shape) form, the Zombie Druid gains Corrupting Spines. Once per turn, when a creature hits the Zombie Druid with a melee attack, the attacking creature must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) necrotic damage as it brushes against the rabbit's bony, fungus-ridden protrusions.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Humioid form - 

  • Appearance: It looks like a humanoid corpse of indeterminate age, draped in shredded, moldering hide armor that barely conceals its gray, desiccated flesh. Its skin is taut and leathery, pulled tight over bones.

  • The Corruption: Its connection to nature is now a corrupting infection. Deep, mossy green and black fungal growths sprout haphazardly from exposed skin, particularly around the neck, joints, and eye sockets. Its eyes themselves are sunken and cloudy, often glowing with a faint, malevolent blue or sickly green light.

  • Gear: It wields a staff that is not merely wood, but appears to be made of petrified bone and twisted, thorny vines. A pouch of herbs hangs from its waist, but the contents are visibly rotted or overgrown with toxic-looking fungi.

  • Movement: It moves with a strange, jerky energy—not the traditional lumbering of a zombie, but a fluid, unnerving crawl or stride, suggesting its unnatural animation is driven by twisted life force rather than brute obedience.

Rabbit (Wild shape) Form - 

  • Appearance: The form is that of a standard small rabbit, but its fur is matted, patchy, and often slick with a black, oily residue. Its eyes are the same faint, sickly color as its humanoid form, completely void of fear or natural animal intelligence.

  • The Growths: This is where the corruption is most obvious and deadly. Jagged, brittle bone spurs and chitinous spikes jut out at odd angles from its spine and shoulders. In places where the fur is missing, you can see patches of hard, black fungus covering its skin, giving it a grotesque, segmented appearance.

  • Behavior: It does not hop normally. Instead, it seems to scurry and dart with unnatural speed, often dragging its body low to the ground. When it attacks, it uses its surprisingly sharp, corrupted claws and teeth that snap with unnatural force, reinforced by the unholy energy that sustains the form.

 

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
11/6/2025 2:41:26 AM
7
1
1
Coming Soon
11/6/2025 2:57:50 AM
5
1
--
Coming Soon
Daisyclaw123

Comments

Posts Quoted:
Reply
Clear All Quotes