Nightshade Zombie (5e Creature)

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Nightshade Zombie[edit]

Medium undead (nightshade), lawful evil


Armor Class 14 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 11 (+0) 13 (+1) 12 (+1)

Skills Perception +4, Stealth +4
Proficiency Bonus +3
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 5 (1,800 XP)


Innate Spellcasting. The zombie's innate spellcasting ability is Constitution (save DC 14). The zombie can cast the following spells, requiring no material components:

At will: darkness, detect magic, see invisibility
3/day each: contagion, hold monster

Shadow Camouflage. The zombie has advantage on Dexterity (Stealth) checks made while in dim light or darkness.

Shadow Sight. Magical darkness doesn't impede the zombie's darkvision.

Sunlight Weakness. While in sunlight, the zombie has disadvantage on attack rolls, ability checks, and saving throws.

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

Life Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (6d8) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises as a nightshade zombie under the zombie's control at the start of its next turn.

BONUS ACTIONS

Aggressive. The zombie moves up to its speed toward a hostile creature that it can see.

Shadow Stealth. While in dim light or darkness, the zombie takes the Hide action.


A much stronger relative of the wight, native to the Shadowfell. Nightshade zombies look much like ordinary, Material Plane-native zombies, but are easily distinguishable from their lesser cousins by the fell aura emanating from them, visible to the naked eye as purple-black smoke curling around the corpse.
One would be remiss to treat nightshades as flippantly as ordinary zombies. Nightshades lack the shambling gait of ordinary zombies; they are capable of incredible bursts of speed which close large distances quickly. Their touch can drain your very life force, and when you're nothing more than a withered husk, your corpse is infused with energy from the Shadowfell, and you join their ranks. As if that weren't enough, these creatures' shadow magic protects them from injury, and they spread deadly diseases which can debilitate their victims for days on end if they even survive an encounter with a nightshade. Worst of all: they're as intelligent as humans, and can plan and strategize. One has to wonder how the world has not yet been overrun by these monstrosities.

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