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.