Undead Fortitude. If damage reduces the water zombie to 0 hit points, it must make a Constitution saving throw with a DC of 3 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the water zombie drops to 1 hit point instead.
Water Affinity. When found in water or in a storm, water zombies are obscured and always have first initiative.
Pack Tactics. When attacking, if there is another water zombie within 5 ft. of the attacking water zombie, it has advantage on all attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 5) bludgeoning damage.
Water Beam. Magical Spell Attack: + 5 to hit, reach 30/60 ft., one target. Hit: (3d8 + 6) bludgeoning damage.
Description
Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.
Comments