Medium Undead, Neutral Evil
AC 9    Initiative -1 (9)
HP 37 (5d8 + 15)
Speed 20 ft.
Mod Save
STR 15 +2 +2
DEX 8 -1 -1
CON 16 +3 +5
Mod Save
INT 5 -3 -3
WIS 6 -2 +0
CHA 5 -3 -3
Vulnerabilities Radiant
Resistances Necrotic
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
CR 1 (XP 200; PB +2)
Traits

Infection. The zombie carries a magical infectious disease it can spread to living creatures. Creatures immune to the Poisoned condition are immune to this disease.

While infected, a creature has the Poisoned condition, and it's Hit Points maximum is reduced by 3 (1d6) every hour that passes after being infected. If it's Hit Points maximum is reduced to 0 by the disease, it dies, rising 1 hour later as an Infectious Undead hostile to all living creatures. if it dies from another source, it rises 1 hour later all the same.

A Lesser Restoration spell, Remove Curse spell, or similar magic cures an infected creature, which becomes Immune to the disease for 24 hours and has it's Hit Points maximum restored after it finishes a long rest.

Death Burst. Constitution saving throw, DC 13, all creatures in a 5-foot radius Emanation from the zombie, Failure : 10 (3d6) Poison damage and the creature become Infected. Success : Half damage and the target has Advantage on saving throws against that disease for 24 hours. Failure or Success : Putrid vapors fill the area for 1 minute. A creature that ends it's turn there must repeat the original saving throw.

Infectious Aura. Constitution Saving Throw, DC 13, any creature that starts its turn in a 5-foot Emanation originating from the zombie, Failure : The target becomes infected. Success : The target has Advantage on saving throws against that disease for 24 hours.

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

Claws. Melee Weapon Attack : +4 to hit (with Advantage if the target doesn't have all its Hit Points), reach 5 ft., one creature. Hit : 5 (1d6 + 2), reach 5 ft., one creature. Hit : 5 (1d6 + 2) Slashing damage. If the target is a creature, it is subjected to the following effect : Constitution Saving Throw, DC 13Failure : The target becomes infected. Success : The target has Advantage on saving throws against that disease for 24 hours.

Infectious Spit. Ranged Weapon Attack : +4 to hit, range 60 ft, one target. Hit : 12 (3d6 + 2) Poison damage. If the target is a creature, it is subjected to the following effect : Constitution Saving Throw, DC 13Failure : The target becomes infected. Success : The target has Advantage on saving throws against that disease for 24 hours.

Vomit Bile (Recharge 5-6). Constitution saving throw, DC 13, all creatures in a 15-foot radius sphere centered on a point the zombie can see within 60 feet, Failure : 21 (6d6) Poison damage and the creature become Infected. Success : Half damage and the target has Advantage on saving throws against that disease for 24 hours. Failure or Success : Putrid vapors fill the area for 1 minute. A creature that ends it's turn there must repeat the original saving throw.

Description

Slow moving bloated zombies with elongated necks that produce an absurd ammount of infectious spit. Acting like artillery canons of filth, they will rupture on death in a burst of poisonous bile.

DCR 1/8 - OCR 4

Tactics : Round 1 : Vomit Bile on grouped targets

Tactics : Round 2 & 3 : Infectious Spit

Infected rises as such Zombies after death : www.dndbeyond.com/monsters/5974329-infectious-zombie

Previous Versions

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_Lucanoptek_

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