Huge swarm of Medium undead, Unaligned
Armor Class 10 natural armour
Hit Points 430 (150d20 + 280)
Speed 5 ft., j walk and clumsy walk to target/victims
STR
22 (+6)
DEX
2 (-4)
CON
3 (-4)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Skills Intimidation +12
Damage Vulnerabilities Fire
Damage Resistances Acid, Bludgeoning, Force, Lightning, Necrotic, Piercing, Radiant, Slashing, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Magic Weapons; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness, Ranged Attacks, Damage Dealt By Traps, Bludgeoning from non magical attacks; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness, Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Cold, Poison, Psychic
Senses Unknown, Passive Perception 2
Languages Zomblish
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Infect. These zombies can infect living creatures when they bite them and they will become a zombie with in an hour.

 

Actions

Action Melee Attack. bite: +5 to hit, reach 3 ft., 1 target. Hit: 5 (1d20 + 4) pirce damage.

Action Melee Attack. scratch: +3 to hit, reach 6 ft., 1 target. Hit: 3 (1d20 + 3) blagged  damage. 

Reactions

Charging ram. charges full speed into victims/targets.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Zombie Hord is a group of Zombies with a size of 250 and above

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: NPCundeadhumanoid

Habitat: CoastalForestGrasslandHillMountainSwampUnderdark

Centurion_Master_of_ART_OF_WAR

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