Frost Zombie (5e Creature)
Frost Zombie[edit]
Medium undead, neutral evil Armor Class 8
Saving Throws Wis +0 Icy Weapons. A melee weapon deals 7 (2d6) extra cold damage when the zombie hits with it (included in the attack). 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 radiant damage or from a critical hit. On a success, the zombie drops to 1 hit point instead. ACTIONSClub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and 7 (2d6) cold damage. Cold Breath (Recharge 6). The zombie exhales cold air in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that takes damage from the zombie's breath has its speed reduced by 10 feet until the start of the zombie's next turn.
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Frost zombies are zombies that have been enchanted with ice magic, making them tougher and a lot more dangerous. |
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