Medium Undead, Neutral Evil
Armor Class 13 (Mage armor)
Hit Points 30 (3d8 + 17)
Speed 20 ft.
STR
13 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
4 (-3)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/2 (100 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.

Zapish defence. These Zapish Zombies have a permanent mage armor spell cast on them. 

Zapish Self-destruct. When a Zapish Zombie dies all creatures within 10ft must make a dc 14 constitution saving throw taking 18 (4d8) lightning damage on a failure and half as much on a success.

Actions

Zapish Slam. Melee Weapon Attack: 4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 8 (2d6+2) lightning damage.

Zapish breath (recharge 5-6). The Zapish Zombie releases a bolt of lightning from it's mouth in a 15-foot  line that is 5 feet wide. Each creature in that line must make a DC 11 dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.

 

Description

Zombies of the mages outside of Zaproughly's tower that he made in order to protect said tower. They are clad in the smouldering burnt clothes they wore when Zaproughly killed them and walk with no coordination or purpose.

Monster Tags: undead

Habitat: Urban

zappyhappy321

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