LGtC:Dread Zombie

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Dread Zombie
Medium undead (any race), unaligned

Armor Class 14 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 20 ft.

STR AGI END INT WIL PER
16 (+3) 7 (-2) 16 (+3) 4 (-3) 6 (-2) 5 (-3)

Saving Throws Str +6, Wil +1
Skills Athletics +6
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances cold, necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life, but can't speak

Challenge 5 (1,800 XP)Proficiency Bonus +3
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Endurance saving throw with a DC of 5+the damage taken, unless the damage is radiant. On a success, the zombie drops to 1 hit point instead.


Infected. Any creature that grapples the zombie or otherwise comes into direct contact with the zombie's skin must succeed on a DC 12 Endurance saving throw or become infected with Astral Vapors. Creatures with advantage on saving throws against disease do not have advantage on this saving throw.

Regeneration. The zombie regains 5 hit points at the start of its turn if it has at least 1 hit point.

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

Desecrated Ground. When the zombie dies, it releases noxious fluid. For 1d4 rounds after the zombie's death, a 10-foot radius circle centered on the space it occupied is covered in the fluid, a creature that enters that area for the first time on a turn, or starts its turn there must succeed on a DC 14 Endurance saving throw or take 10 (3d6) necrotic damage.
Actions
Multiattack. The zombie makes two attacks: one with its Dreadful Slam and one with its Vomit.


Dreadful Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Endurance saving throw or become infected with Astral Vapors. Creatures with advantage on saving throws against disease do not have advantage on this saving throw.

Vomit. The zombie targets one creature it can see within 15 feet of it. The target must succeed on a DC 14 Agility saving throw. A creature takes 10 (3d6) poison damage on a failed save, and half as much on a successful one.



Found In: Legionnaire's Guide to Cyrodiil



Astral Vapors
This disease targets humanoids. A creature with advantage on saving throws against disease does not have advantage on saving throws against this disease. While afflicted with astral vapors, a victim becomes unable to concentrate or properly access their magicka reserves. This disease is carried by undead, including Dread Zombies, and victims most often acquire it through wounds caused by infected creatures. The disease's symptoms manifest in 1d4 hours, causing the victim’s Intelligence and Willpower scores to decrease by 1d4 each, to a minimum of 3. Victims also regain 1d8 fewer magicka points than normal whenever they complete a long rest.


At the end of each long rest, an infected creature makes a DC 12 Endurance saving throw. On a success, the victim regains 1 point of Intelligence and 1 point of Willpower lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's attribute scores do not cure the disease. On a failed saving throw, the victim must spend 1 additional magicka point whenever they cast a spell of 1st level or higher until they finish another long rest.