Large undead, Neutral Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 93 (11d10 + 33) |
| Speed | 0 ft., fly 20 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 8 (-1) | 16 (+3) | 3 (-4) | 8 (-1) | 5 (-3) |
| Saving Throws | Wis +2 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | poisoned; prone |
| Senses | darkvision 60 ft., passive Perception 9 |
| Languages | understands Deep Speech and Undercommon but can't speak |
| Challenge | 5 |
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.
Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.
The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Large undead, Neutral Evil
| Armor Class | 15 |
|---|---|
| Hit Points | 93 (11d10 + 33) |
| Speed | 5 ft., fly 20 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 8 (-1) | 16 (+3) | 3 (-4) | 8 (-1) | 5 (-3) |
| Saving Throws | Wis +2 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; poisoned; prone |
| Senses | Darkvision 60 ft., passive Perception 9 |
| Languages | understands Deep Speech and Undercommon but can't speak |
| Challenge | 5 |
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 Points instead.
The zombie uses Eye Rays twice.
Melee Attack Roll: +5, reach 5 ft. Hit: 16 (4d6 + 2) Piercing damage.
The zombie randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d4; reroll if the zombie has already used that ray during this turn):
1: Paralyzing Ray
con DC 14. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
2: Fear Ray
wis DC 14. Failure: 13 (3d8) Psychic damage, and the target has the Frightened condition until the end of its next turn.
3: Enervation Ray
con DC 14. Failure: 10 (3d6) Necrotic damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can't regain Hit Points. Success: Half damage only.
4: Disintegration Ray
dex DC 14. Failure: 27 (5d10) Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube [Area of Effect] of it disintegrates into dust. Success: Half damage. Success or Failure: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.