Level
7th
Casting Time
1 Action Ritual
Range/Area
Sight
Components
V
Duration
1 Day
School
Necromancy
Attack/Save
None
Damage/Effect
Summoning

You call upon the power of your blood and summon a blood zombie to fight for you:

Blood Zombie
Medium undead, chaotic evil


Armour Class 10 (natural armour)
Hit Points 51 (6d8 + 24)
Speed 20 ft.


STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Str + 3Dex -2Con + 4Int -4Wis + 0Cha -3
Damage Immunities poison, necrotic
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages: understands the languages it knew in life but can't speak
Challenge 2 (450 XP)


Rampage. When the zombie reduces a creature to 0 hit points with a melee attack on its turn, the zombie can take a bonus action to move up to half its speed and make a slam attack.

Blood Drain. A creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage and the zombie gains temporary hp equal to that amount as it drains blood from the victim. If the zombie takes radiant damage or damage from a magic weapon, this trait doesn't function at the start of the zombie's next turn, although it retains any temporary hp it previously gained. It can add temporary hp gained from this trait to temporary hp gained from its slam attack. Its temporary hp can't exceed half its maximum hp.

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.

ACTIONS

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 4 (1d8) necrotic damage. The zombie gains temporary hp equal to the necrotic damage taken.

LEGENDARY ACTIONS

Sacrifice. Call upon your tie to the creature and deliberately sever it at will. The zombie immediately explodes, sending blood and guts everywhere. Each creature in a 10-foot radius, centred on the zombie, must succeed on a Dexterity saving throw. A target takes 8d12 force damage on a failed save, or half on a success.

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/18/2021 6:33:18 AM
3
0
1
Coming Soon

Spell Tags: Summoning

Available For: Bard (Legacy) Cleric (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

SugarAli

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