Monster
Zombie Clot
Outside your table’s allowed sources
Official reference · RHW · 2014
- Creature type
- Undead
- Size
- Huge
- Armor class
- 12
- Hit points
- 104 (11d12 + 33)
- Speed
- Walk 40 ft.
- Challenge rating
- 6
- Alignment
- Neutral Evil
- Strength
- 20
- Dexterity
- 10
- Constitution
- 16
- Intelligence
- 3
- Wisdom
- 8
- Charisma
- 10
- Passive Perception
- 9
- Saving Throws
- con: +6
- Senses
- Darkvision 60 ft.
- Languages
- understands Common plus one other language but can't speak
- Immunities
- poison
- Condition Immunities
- charmed, exhaustion, paralyzed, petrified, poisoned, prone, stunned
Traits
Deathly Stench
Constitution Saving Throw: DC 14, any creature that starts its turn in a 10-foot Emanation originating from the zombie. Failure: 9 (2d8) Poison damage, and the target has the Poisoned condition until the start of its next turn.
Undead Fortitude
If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.
Actions
Multiattack
The zombie makes two Slam attacks.
Slam
Melee Attack: +8, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage.
Flesh Entomb (Recharge 5–6)
Strength Saving Throw: DC 16, one creature the zombie can see within 30 feet. Failure: 16 (3d10) Bludgeoning damage. If the target is a Large or smaller creature, it is entombed in a pile of dead flesh. While entombed, the target has the Restrained condition, has Total Cover against attacks and other effects outside the dead flesh, and takes 10 (3d6) Necrotic damage at the start of each of its turns.
The target can be freed if the dead flesh is destroyed (AC 10; HP 25; Immunity to Necrotic, Poison, and Psychic damage).