Large Undead, Neutral Evil
Armor Class 13 Bone mail
Hit Points 22 (3d8 + 9)
Speed 30 ft.
STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Damage Vulnerabilities Acid, Fire, Necrotic, Radiant
Damage Resistances Bludgeoning
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages Undercommon Understands languages in life understands the languages it knew in life but can't speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the zork 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 lord gets reduced to 10 hit points instead.

Pack Movement. Before the zombie lord moves every undead within 5 feet can move up to the zombie lords speed.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 

Description

Undead zork 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.

Habitat: Urban

Dirty_Ape

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