- 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.
- Corpse Grasp. Zombie can pick up medium-sized items and characters, including corpses, and use them as improvised weapons each turn.
- Multiattack. The zombie makes two fist attacks or two corpse club attack if an item is equipped as a weapon.
- Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) bludgeoning damage, if a fist hits, the target is automatically grappled and can be used for corpse throw or corpse club. Escape Dc 14
- Corpse Club. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. The target is grappled and can be used for corpse throw, taking half damage on hit. Escape Dc 14
- Corpse Throw Ranged Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage
- Zombie will grab a corpse or person at throw it at its enemy with devastating power
- Staggering Blow. When the zombie takes 15 or more damage from a single attack, it makes a fist attack against a creature within reach.
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 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 Brutus zombie likes to pick up objects, including you. It tends to use opponents' corpses or anything big lying around as an improvised weapon. Those who have been grappled are used as effective tools of destruction and will see the look on their friends' faces as they are smashed into them.
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.
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