Flamer Zombie (5e Creature)

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Flamer Zombie[edit]

Medium undead, chaotic evil


Armor Class 8
Hit Points 26 (4d8 + 8)
Speed 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 7 (-2) 15 (+2) 3 (-4) 9 (-1) 5 (-3)

Saving Throws Con +4
Skills Intimidation -1, Perception +1
Proficiency Bonus +2
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands the languages it knew in life but can't speak
Challenge 1 (200 XP)


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 from a critical hit. On a success, the zombie drops to 1 hit point instead.

Pack Tactics. The zombie has advantage on attack rolls against a creature if at least one of the zombie's allies is within 5 feet of the creature and the ally isn't incapacitated.

Keen Hearing and Smell. The zombie has advantage on Wisdom (Perception) checks that rely on hearing or smell. In addition, if a creature is below its hit point maximum, and its blood has been shed in the past 5 hours, the zombie can track the creature and has a bonus to any ability check it makes to find the creature (+1 within 10 miles, +2 within 5 miles, +3 within 2 miles, and +4 within 1 mile).

Blood Frenzy. The zombie has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Fire Form. A creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Illumination. The zombie sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Water Susceptibility. For every 5 feet the zombie moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a human, it must succeed on a DC 16 Constitution saving throw or contract the zombie virus and gain a level of exhaustion. Every hour the infected creature must succeed on a DC 17 Constitution saving throw or take 11 (2d10) necrotic damage and gain one level of exhaustion. After 6 failed saves, the creature dies and rises as a zombie.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

REACTIONS

Feeding Frenzy. When a creature is reduced to 0 hit points, the zombie can move up to 20 feet directly towards it and make a bite attack against it.

Slowly shambling, brain eating and unstoppable, these monsters have been glorified by pop culture, and other sources. This stat-block is a representation of your average zombie, cold, dead, and hungry. It spreads its unnatural plague by biting victims, and is very good at hearing and smelling blood and fear.

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