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1

1 2, 3 22 23 xp

  • Armor class 4 (5)
  • Hit points 6 (7)
  • Speed 8
  • STR9 (-1)
  • DEX10 (0)
  • CON11 (0)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA14 (+2)

Save Throws:15

Skills:16

Damage Resistances:17

Damage Immunities:18

Condition Immunities:19

Senses:20

Languages:21

Challenge:22 (23 xp)

24

27

Actions

25

Legendary Actions

26

Ash Zombie

Ash Zombie Medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 22 (3d8 + 9)
  • Speed 20 ft.
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: Wis +0

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: Understands the languages it knew in life but can't speak

Challenge: 1/4 (50 xp)

These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it can 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 zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Ash Puff. The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.