Giant Zombie (5e Creature)

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Giant Zombie[edit]

Huge undead, neutral evil


Armor Class 13 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 25 ft.


STR DEX CON INT WIS CHA
21 (+5) 6 (-2) 23 (+6) 3 (-4) 8 (-1) 5 (-3)

Saving Throws Con +9, Wis +2
Proficiency Bonus +3
Damage Resistances cold (storm giant zombie only)
Damage Immunities cold (frost giant zombie only), fire (fire giant zombie only), lightning (storm giant zombie only), poison, thunder (storm giant zombie only)
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Giant but can't speak
Challenge 7 (2,900 XP)


Brute. A melee weapon deals one extra die of its damage when the zombie hits with it (included in the attack).

Clumsy. The zombie does not add its proficiency bonus to any attack roll it makes with weapon attacks, but it does add its proficiency bonus to the attack's damage roll.

Clumsy Aim. Ranged weapon attacks gain a -4 penalty to attack rolls.

Giant Type. The zombie has different stats depending on which giant type is the zombie's body.

Heavy Weapon Maniac. Before the zombie makes a melee attack with a heavy weapon, it can choose to take a -5 penalty to the attack roll. If the attack hits, the zombie adds +10 to the attack's damage roll.

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

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.

ACTIONS

Greatclub. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.

Rock. Ranged Weapon Attack: +1 to hit, range 30/180 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Spit (Recharge 4-6). Ranged Weapon Attack: +2 to hit, range 60\120 ft., one target. Hit: 20 (8d4) acid damage. Hit or miss, all creatures within 10 feet of where the zombie aimed at must make a DC 14 Dexterity saving throw, taking 10 (4d4) acid damage on a failed save, or half as much damage on a successful one. A creature that is hit by the spitball or fails it's dexterity saving throw against the spitball is slowed down by 15 feet (to a minimum of half the creature's base speed) and must take a -2 penalty to all ability checks and saving throws that involve Strength or Dexterity.


This stat block represents giants that have the zombie template applied to it. Giant zombies tend to move very clumsily and ponderously, as their somewhat decaying muscles struggle to hold up their giant weight. They still hit hard in melee combat, although they struggle to hit things less than a tenth of their size with their unstable swings.

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