Medium Undead, Chaotic Evil
AC 16 Tattered tactical gear, undead toughness, and uncanny agility (natural + light armor)    Initiative +4 (14)
HP 40 (6d8 + 13)
Speed 30 ft.
Mod Save
STR 10 +0 +2
DEX 18 +4 +12
CON 14 +2 +8
Mod Save
INT 12 +1 +4
WIS 14 +2 +8
CHA 10 +0 +2
Skills Acrobatics +6, Athletics +2, Perception +4, Stealth +6, Survival +4
Vulnerabilities Radiant
Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Frightened, Poisoned
Gear Distressed tactical outfit, zombie-corroded compound bow, quiver of corrupted arrows (treated as infinite), assorted knives
Senses Darkvision 60; Passive Perception 14
Languages Common Understands Common (or campaign equivalent) and any languages he knew in life, but usually only growls or hisses; can sometimes rasp out single words
CR 3 (XP 700; PB +2)
Traits

Quantum Virus Undead. In this universe, Hawkeye was infected by the Quantum Virus when the Avengers tried and failed to stop the outbreak in San Francisco, becoming part of the zombified team that survived the first wave of infection. He is immune to disease and doesn’t need air, food, drink, or sleep. He has resistance to necrotic damage and advantage on saving throws against being poisoned.

Zombie Physiology. Clint’s body is rotting but unnaturally animated. He has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Critical hits against him become normal hits unless the attacker is within 5 feet and the attack deals radiant damage.

Undead Marksman. Even as a zombie, Hawkeye remains one of the world’s greatest archers; he ambushes survivors from range and lands precise shots, such as nearly killing Sharon Carter at Grand Central Terminal before being driven off. When Zombie Hawkeye makes a ranged weapon attack with a bow, he ignores half cover and treats three-quarters cover as half cover. In addition, his longbow attacks score a critical hit on a roll of 19–20.

Predatory Senses. Hawkeye’s enhanced sight, hearing, and smell survive into undeath, now tuned to hunting the living. He has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Creatures he can see that are frightened of him can’t benefit from being invisible as long as he can hear or smell them.

Berserk Hunter. When Zombie Hawkeye is reduced to half his hit points or fewer (20 or less), he enters a feral hunting state. While in this state, his ranged weapon attacks have advantage, but attack rolls against him also have advantage. The state ends when he finishes a short or long rest or when he is restored above half hit points.

Actions

Multiattack. Zombie Hawkeye makes two attacks with Rotting Arrow or Shortsword.

Rotting Arrow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target.
Hit: 1d8 + 4 piercing damage plus 1d4 necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be infected with the quantum zombie virus. An infected creature can’t regain hit points except by magic and must repeat the save at the end of each long rest; on its third failure, it dies and rises as a zombie under the DM’s control after 1 minute. Lesser restoration or similar magic ends the infection.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6 + 1 piercing damage. If Zombie Hawkeye has advantage on the attack and both dice would hit, he deals an extra 1d6 necrotic damage.

Terrifying Volley (Recharge 5–6). Zombie Hawkeye looses a rapid cluster of shrieking arrows that burst in a haze of gore and corrupted energy. Each creature of his choice in a 15-foot-radius sphere centered on a point he can see within 90 feet must make a DC 13 Wisdom saving throw. On a failure, a creature takes 3d6 piercing damage and 3d6 psychic damage and is frightened of Zombie Hawkeye until the end of its next turn. On a success, it takes half damage and isn’t frightened. Creatures already frightened by him have disadvantage on this save.

Bonus Actions

Skittering Relocation. Zombie Hawkeye moves up to 15 feet and may take the Hide action if he is in dim light, debris, or partial cover. If he successfully hides from a creature, the next Rotting Arrow he fires at that creature before the end of his turn has advantage.

Deadeye Focus. Zombie Hawkeye steadies his bow and hones in on a single target he can see within 150 feet. Until the end of his turn, the first Rotting Arrow attack he makes against that target has advantage, and on a hit deals an extra 1d6 piercing damage.

Reactions

Snap Shot. When a creature that Zombie Hawkeye can see within his longbow’s normal range (150 ft.) moves out of cover or makes a ranged attack, he can make one Rotting Arrow attack against it. If the attack hits, the triggering creature’s attack is made with disadvantage.

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

In the What If…? episode “What If… Zombies?!”, Clint Barton joins the Avengers in responding to the Quantum Virus outbreak, only to be overwhelmed and infected on the Golden Gate Bridge along with the rest of the team. Two weeks later, Zombie Hawkeye is part of the zombified Avengers who attack survivors headed to Camp Lehigh, picking off heroes like Happy Hogan and nearly killing Sharon Carter with pinpoint archery despite his decayed state. In the later Marvel Zombies timeline, this version of Hawkeye continues to roam New York City hunting Kate Bishop, Kamala Khan, and Riri Williams, before eventually falling under Wanda Maximoff’s thrall and serving in her undead army. Once a stalwart Avenger and master archer, he has become a silent, relentless predator whose skills have been twisted into tools of a spreading apocalypse. At the table, Zombie Hawkeye is a low-tier ranged skirmisher/controller—dangerous from afar, spreading infection and fear with every shot while using undead resilience and stealth to avoid close-quarters retaliation.

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.

Habitat: Any

Zackagawea

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