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.
Regeneration. The Bloodfrenzy regains 5 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the creature takes radiant damage or damage from holy water, this trait doesn't function at the start of the vcreature's next turn.
Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead.
Multiattack. The Bloodfrenzy makes two melee attacks.
Bite: Natural Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: (1d6+ 4) piercing damage, plus (1d6) necrotic. The Bloodfrenzy also gains hit points equal to half the damage dealt. This attack is considered magical
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (1d8+ 4) bludgeoning damage, plus (1d6) necrotic. The creature may also attempt to grapple, (escape DC 14), instead of dealing damage
Bloodfrenzy Chopper. Melee Weapon Attack: +7 to hit, reach 10ft, one creature. Hit, (2d8+4) slashing damage
Need to Feed. If the Bloodfrenzy drops below half of it's maximum hit points, it can use it's reaction to attempt a Grapple (escape DC 14), and if successful, can make a Bite attack as a Bonus action.
Description
Bloodfrenzy zombies are reanimated with greatly increased vim and vigor, as well as a hunger on a scale of madness. They will ceaselessly hunt living flesh to maintain their macabre metabolism and fuel their rage.
The flesh of a Bloodfrenzy is visibly bloodshot and the veins pulse with a low thrum of energy. The eyes are a bright crimson and they seem to be able to sense nearby living creatures, whether those eyes are capable of vision, or not.
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