Armor Class
13
Hit Points
47
(7d12 + 9)
Speed
30 ft.
STR
13
(+1)
DEX
11
(+0)
CON
16
(+3)
INT
15
(+2)
WIS
6
(-2)
CHA
5
(-3)
Saving Throws
WIS +0
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
Darkvision 60 ft., Passive Perception 12
Languages
understands the 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, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Lead the Hoard. Other undead creatures within a 100 ft. range get +3 on all attack damage and +3 hit points.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d6+3 bludgeoning damage.
Infectious Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage, 2d4 poison damage.
Description
These zombies still move with jerky, uneven movements. But unlike normal zombies, they have a glint of intelligence in their eyes.







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