Medium Undead, Neutral Evil
Armor Class 11 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
13 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
9 (-1)
CHA
5 (-3)
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages All Understands the languages of its creator. --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Charge. If the Zombie Boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Undead Fortitude. If damage reduces the Zombie Boar 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 zombie drops to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Description

An already dangerous looking beast, turned undead, this beast can make even the easiest encounter slightly more dangerous.

Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator’s bidding without fear or hesitation.

Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step off a ledge. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.

Undead Nature. A zombie doesn’t require air, food, drink, or sleep.

Monster Tags: Misc Creatureundead

Habitat: ForestGrasslandHill

Beginner_Bots

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