THE SHARED REFERENCE Adventurer

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).

Quick preview