Medium Swarm of Medium undead, Neutral Evil
Armor Class 14 Natural Armor
Hit Points 33 (5d8 + 10)
Speed 20 ft., Swim 40 ft.
STR
17 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws STR +5, CON +6, WIS +0
Damage Vulnerabilities Fire
Damage Resistances Cold, Lightning, Thunder
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned, Unconscious
Senses Darkvision 60 ft., Passive Perception 14
Languages Understands the languages it knew in life but can't speak.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Monster Tags: undeadhumanoidElemental

Habitat: ArcticCoastalUnderwater

AuremKraken

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