Husk Zombie

Explorer's Guide to Wildemount p. 293 (Third Party)

Tamaño
Mediano
Tipo
undead
Alineamiento
neutral malvado
CA
10
Puntos de golpe
37 (5d8+15)
Velocidad
walk 35 ft.
Salvaciones
Con +5, Wis +0
Inmunidades
poison
Inmunidad a estados
poisoned
Sentidos
darkvision 60 ft.
Percepción pasiva
8
Idiomas
understands the languages it knew in life but can't speak
Desafío
1
Linaje
Zombie
FUE
16
+3
DES
10
+0
CON
16
+3
INT
3
−4
SAB
6
−2
CAR
5
−3

Rasgos

Curse of the Husk

A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn.

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.

Acciones

Multiattack

The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack.

Claw

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Variant: Husk Zombie Bursters

Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection. A husk zombie burster has the following additional action option:

Burst: The zombie explodes and is destroyed. Each creature within 5 feet of it must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. A humanoid creature killed by this damage rises as a husk zombie after 1 minute.

Otros datos

description

The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies—resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake.