Zombie Horror (5e Creature)

Zombie Horror

Large undead, neutral evil


Armor Class 11 (natural armour)
Hit Points 47 (5d10 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 7 (-2) 18 (+4) 5 (-3) 9 (-1) 5 (-3)

Saving Throws Wis +1
Damage Vulnerabilities radiant
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can't speak
Challenge 2 (450 XP)


Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead.

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

Multiattack. The zombie makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.


Zombie horrors are truly terrible undead beings that can be created by subjecting an ordinary humanoid zombie to a vile ritual that channels dark magic and grants the zombie a greater measure of resistance against turning. The resulting creation is a being that hardly resembles the corpse it came from, with lumps of bone protruding all across the zombie's body, and vastly increased bulk. Some are created for the express purpose of guarding a necromancer or lich, while others roam the world, slaying anything they come across in their eternal war against life.

Undead Nature. A zombie horror doesn't require air, food, drink, or sleep.

Variant: Zombie Horror Spellcaster

Some zombie horrors can channel evil magic as a side effect of the rituals that created them. Such a zombie horror has a Wisdom score of 13 (+1) and the following trait:
Innate Spellcasting. The zombie's innate spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The zombie can innately cast the following spells, requiring no components:

At will: chill touch, ray of frost
1/day each: detect magic, false life, ray of enfeeblement, thunderwave


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