A fresh or decayed corpse that has been reanimated through necrotic rituals. These undead are slower, more fragile creatures, but in a swarm they can trap and surround, becoming a deadly force. Because of this, those who reanimate the dead for nefarious purposes often coral as many zombies as they can into tight spaces to deter snooping.
Medium Humanoid Undead
Hit Points
19
Speed
25 ft
AC
11
Fortitude
11
Reflex
11
Will
11
Str
11 (+0)
Dex
11 (+0)
Con
11 (+0)
Int
11 (+0)
Wis
11 (+0)
Cha
11 (+0)
Immunities. Poison damage, CharmedCharmedThe target is friendly to the one who Charmed them, taking inaction against them in combat and becoming hostile to anyone who is hostile toward them., DerangedDerangedThe target has lost their head, attacking the nearest creature to it, whether it be friend or foe., DrowningDrowningYou’re fully submerged in water, unable to breathe, and fighting in order to stay afloat and keep swimming or break out of being encased in water. The Drowning creature must make an Endurance check to not breathe in liquid and must attempt to move or swim out until they can break for air, using all Actions in order to do so. In addition, the Drowning characters are Deafened, Silenced, Suffocating and most likely also Wet., EnragedEnragedThe creature is angered, taking Disadvantage to hit any creature that is not the source of its Enrage., PoisonPoisoned ConditionPoisoned. The target takes Poison damage at the beginning of their turn based on the average damage die of poison as well as other effects of the poison., SuffocatingSuffocating ConditionThe target cannot take any Actions until the beginning of their next turn. Any attack against it yields Advantage and the target doesn’t count toward flanking..
Weaknesses. Fire damage, Radiant damage.
Actions
Unarmed (Str). +3 to hit AC. 1d6 Bludgeoning damage and the target is GrappledGrappled ConditionThe target is being held by someone or something. They cannot take any movement actions while Grappled and yields Advantage when attempting to be attacked, Tripped, or Disarmed. Opponents who are Grappled and Prone yield a Disadvantage to break the Grapple..
Bite (Str). +3 to hit AC. 1d6 Piercing damage and the creature heals for half the damage dealt.