34 lines
1.5 KiB
Markdown
34 lines
1.5 KiB
Markdown
# Zombie Knight
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*Medium* *Undead*
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- **Armor Class:** 16
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- **Hit Points:** 52 (8d8+16)
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- **Speed:** walk 20 ft.
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- **Challenge Rating:** 3 (700 XP)
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- **Source:** A5e Monstrous Menagerie, page 437
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 16 (+3) | 6 (-2) | 14 (+2) | 3 (-4) | 8 (-1) | 4 (-3) |
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- **Skills:**
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- **Damage Immunities:** poison
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- **Condition Immunities:** fatigue, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 9
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- **Languages:** understands one language but can't speak
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### Special Abilities
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- **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.
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- **Undead Nature:** A zombie doesnt require air, sustenance, or sleep.
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### Actions
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- **Multiattack:** The zombie makes two melee attacks.
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- **Greatsword:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
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- **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.
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- **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.
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