Zombie Clot

Huge undead, Neutral Evil

Armor Class12
Hit Points104 (11d12 + 33)
Speed40 ft.
STRDEXCONINTWISCHA
20 (+5) 10 (+0) 16 (+3) 3 (-4) 8 (-1) 10 (+0)
Saving ThrowsCon +6
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiespoison
Condition Immunitiescharmed; exhaustion; paralyzed; petrified; poisoned; prone; stunned
SensesDarkvision 60 ft., passive Perception 9
Languagesunderstands Common plus one other language but can't speak
Challenge6

Traits

Deathly Stench.

con DC 14, any creature that starts its turn in a 10-foot Emanation [Area of Effect] 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 Points instead.

Actions

Multiattack.

The zombie makes two Slam attacks.

Slam.

Melee Attack Roll: +8, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage.

Flesh Entomb (Recharge 5-6).

str 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 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).