Medium Undead, Neutral Evil
Armor Class 10
Hit Points 67 (9d8 + 27)
Speed 25 ft.
STR
15 (+2)
DEX
8 (-1)
CON
14 (+2)
INT
3 (-4)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws STR +8, CON +8
Skills Athletics +4
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60ft, Passive Perception 9
Languages Only languages it knew in life but can’t speak.
Challenge 3 (700 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. On a success, the zombie drops to 1 hit point instead.

Self-Damaging Hurl. When the corpse-hurler zombie uses its Corpse Chunk attack, it takes 1d4 necrotic damage as it tears away and throws a piece of its own rotting flesh.

Regenerative Flesh. The corpse-hurler zombie regains 2 hit points at the start of its turn if it has at least 1 hit point.

Zombie Plague. A creature killed by the Corpse Chunk's disease rises as a corpse-hurler zombie 24 hours after death, unless the corpse is consecrated or destroyed.

Actions

Multiattack. The corpse-hurler zombie makes two Corpse Chunk attacks.

Corpse Chunk. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) necrotic damage. On a critical hit, the target must succeed on a DC 12 Constitution saving throw or be infected with a disease. Until the disease is cured, the target can't regain hit points, and its hit point maximum is reduced by 3 (1d6) every 24 hours. If this disease reduces the target's hit point maximum to 0, the target dies and will rise as a corpse-hurler zombie 24 hours later (see Zombie Plague trait).

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

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

Corpse- hurlers tend to be midranged creatures. They bombard enemies from a distance. Necromancers tend to use these creatures to guard entrances to their lairs.

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.

Monster Tags: artillery

Theeugs

Comments

Posts Quoted:
Reply
Clear All Quotes