THE SHARED REFERENCE Adventurer

Monster

Zombie Clot

Outside your table’s allowed sources

Official reference · VRGR · 2014

Creature type
Undead
Size
Huge
Armor class
12 (natural armor)
Hit points
104 (11d12 + 33)
Speed
Walk 40 ft.
Challenge rating
6
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 the languages it knew in life but can't speak
Immunities
poison
Condition Immunities
charmed, exhaustion, paralyzed, petrified, poisoned, stunned

Traits

Deathly Stench

Any creature that starts its turn within 10 feet of the zombie must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage and be poisoned until the start of the creature's 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.

Unusual Nature

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

Actions

Multiattack

The zombie makes two Slam attacks.

Slam

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Flesh Entomb (Recharge 5–6)

The zombie flings a detached clump of corpses at a creature it can see within 30 feet of it. The target must succeed on a DC 16 Strength saving throw or take 16 (3d10) bludgeoning damage, and if the target is a Large or smaller creature, it becomes entombed in dead flesh.

A creature entombed in the dead flesh is restrained, has 3 against attacks and other effects outside the dead flesh, and takes 10 (3d6) necrotic damage at the start of each of its turns. The creature can be freed if the dead flesh is destroyed. The dead flesh is a Large object with AC 10, 25 hit points, and immunity to poison and psychic damage.

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