Psychic Zombie (5e Creature)

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Psychic Zombie[edit]

Medium undead, chaotic evil


Armor Class 10 (13 with mage armor)
Hit Points 39 (6d8 + 12)
Speed 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 16 (+3) 14 (+2) 15 (+2)

Saving Throws Con +5
Skills Arcana +6, Intimidation +5, Perception +5
Proficiency Bonus +3
Damage Immunities poison, psychic
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages understands the languages it knew in life but can't speak, telepathy 30 ft.
Challenge 6 (2,300 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.

Innate Spellcasting (Psionics). The zombie's innate spellcasting ability is Intelligence (spell save DC 13). The zombie can innately cast the following spells, requiring no material components:

At will: dancing lights
3/day each: darkness, detect thoughts, levitate
1/day each: antilife shell, mage armor

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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