Charge.
If the rothé zombie moves at least 20 feet straight
toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If thetarget is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Undead Fortitude.
If damage reduces the rothé 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 or from a critical hit. On a success, the rothé zombie drops to 1 hit point instead.
Ram.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) bludgeoning damage
radiant
Amorphous.
The shadow can move through a space as narrow as
1 inch wide without squeezing.
Shadow Stealth.
While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness.
While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Strength Drain.
Melee Weapon Attack:+4 to hit, reach 5 ft., one creature.
Hit: 9 (2d6 + 2) necrotic damage, and the target’s
Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Dark Devotion
The cultist has advantage on saving throws against being charmed or frightened.
Scimitar.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 4 (1d6 + 1) slashing damage.