# Zombie Knight *Medium* *Undead* - **Armor Class:** 16 - **Hit Points:** 52 (8d8+16) - **Speed:** walk 20 ft. - **Challenge Rating:** 3 (700 XP) - **Source:** A5e Monstrous Menagerie, page 437 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 16 (+3) | 6 (-2) | 14 (+2) | 3 (-4) | 8 (-1) | 4 (-3) | - **Skills:** - **Damage Immunities:** poison - **Condition Immunities:** fatigue, poisoned - **Senses:** darkvision 60 ft., passive Perception 9 - **Languages:** understands one language but can't speak ### Special Abilities - **Undead Fortitude (1/Day):** If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead. - **Undead Nature:** A zombie doesnt require air, sustenance, or sleep. ### Actions - **Multiattack:** The zombie makes two melee attacks. - **Greatsword:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. - **Grab:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and the creature is grappled if its Medium or smaller (escape DC 13) and until the grapple ends the zombie can't grab another target. - **Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by a zombie. Hit: 8 (1d10 + 3) piercing damage and the zombie regains hit points equal to the damage dealt.