Huge undead, Neutral Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 104 (11d12 + 33) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 10 (+0) | 16 (+3) | 3 (-4) | 8 (-1) | 10 (+0) |
| Saving Throws | Con +6 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | charmed; exhaustion; paralyzed; petrified; poisoned; prone; stunned |
| Senses | Darkvision 60 ft., passive Perception 9 |
| Languages | understands Common plus one other language but can't speak |
| Challenge | 6 |
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.
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 makes two Slam attacks.
Melee Attack Roll: +8, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage.
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).
Huge undead, Unaligned
| Armor Class | 12 (natural armor) |
|---|---|
| Hit Points | 104 (11d12 + 33) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 10 (+0) | 16 (+3) | 3 (-4) | 8 (-1) | 10 (+0) |
| Saving Throws | Con +6 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | charmed; exhaustion; paralyzed; petrified; poisoned; stunned |
| Senses | darkvision 60 ft., passive Perception 9 |
| Languages | understands the languages it knew in life but can't speak |
| Challenge | 6 |
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.
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.
The zombie doesn't require air, food, drink, or sleep.
The zombie makes two Slam attacks.
Melee Attack Roll: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
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 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 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.