Medium Swarm of Medium undead, Neutral Evil
Armor Class 15 Broken Plate
Hit Points 52 (7d8 + 21)
Speed 20 ft.
STR
18 (+4)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws STR +10, DEX −2, CON +8, INT −6, WIS −2, CHA −4
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft, Passive Perception 8
Languages Common Understands the languages it knew in life but cannot speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

 

  • Blind Swing. This warrior blindly swings a deadly blade with devastating force. Once per turn, if the zombie misses a melee weapon attack, it can immediately make one additional attack against a different creature within 5 feet of it.

  • Offensive Juggernaut. The zombie’s high offensive pressure comes at the cost of all defensive finesse. While the zombie is prone, it has a -5 penalty to its Armor Class, and it must spend its entire movement to stand up.

  • Undead Fortitude. If damage reduces the zombie 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
  • Devastating Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 ($2d8 + 4$) slashing damage.

  • Relentless Advance. The zombie moves up to its speed toward a hostile creature it can see. If it ends this movement within 5 feet of a creature, it can make one Devastating Blade attack as a bonus action.

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

The Armored Zombie is a mindless engine of war. It does not retreat, seek cover, or prioritize targets based on anything other than proximity. Because of its Blind Swing trait, it is most effective when positioned in the middle of a group of enemies, where a single missed strike can easily transition into a hit on a secondary target.

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.

skylargeske13

Comments

Posts Quoted:
Reply
Clear All Quotes