Icewind Kobold Zombie

Icewind Dale: Rime of the Frostmaiden p. 297

Size
Small
Type
undead
Alignment
neutral evil
AC
9 (scraps of hide armor)
Hit Points
19 (3d6+9)
Speed
walk 20 ft.
Saving Throws
Wis +0
Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 60 ft.
Passive Perception
8
Languages
understands Common and Draconic but can't speak
Challenge
1/8
Lineage
Kobold, Zombie
STR
8
−1
DEX
6
−2
CON
16
+3
INT
3
−4
WIS
6
−2
CHA
3
−4

Traits

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 or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Unusual Nature

The zombie doesn't require air, food, drink, or sleep.

Actions

Javelin

Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage.

Other data

description

The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using animate dead spells. The cold climate helps to preserve their dead flesh.