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.
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.







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