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.
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.
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
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.
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