Medium Undead, Neutral Evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages Understands the languages of its creator but can't speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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.

Zombify. A creature that has been zombified retains its original Armor Class, Weapon Attacks, Strength, Constitution and Dexterity scores, but its Intelligence score is 3, its Wisdom score is 6, and its Charisma score is 5. The DM takes control of the creature, and it is unable to speak, and it gains all of the traits and attacks of a zombie, including the ability to zombify. The creature is unable to cast spells or use any of its class traits.

Actions

Multiattack. The zombie makes two melee weapon attacks, only one of which can be its bite.

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

Scratch. Melee Weapon Attack:  +3 to hit, reach 5 ft., one target. Hit: 4(1d6+1) slashing damage plus 8(2d8) necrotic damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5(1d8+1) piercing damage plus 11(3d6) necrotic damage, and the target must make a DC 18 Constituton Saving throw or become zombified.

Description

Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.

Curing Zombification. Zombification can be cured through magic such as the Lesser Restoration spell. This only works if the creature hasn't been a zombie for 10 hours or more.

Habitat: Urban

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