Frost Zombie (5e Creature)

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Frost Zombie[edit]

Medium undead, neutral evil


Armor Class 8
Hit Points 42 (5d8 + 20)
Speed 20 ft.


STR DEX CON INT WIS CHA
17 (+3) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wis +0
Proficiency Bonus +2
Damage Vulnerabilities fire
Damage Immunities cold, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 2 (450 XP)


Icy Weapons. A melee weapon deals 7 (2d6) extra cold damage when the zombie hits with it (included in the attack).

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 damage or from a critical hit. On a success, the zombie drops to 1 hit point instead.

ACTIONS

Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and 7 (2d6) cold damage.

Cold Breath (Recharge 6). The zombie exhales cold air in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that takes damage from the zombie's breath has its speed reduced by 10 feet until the start of the zombie's next turn.


Frost zombies are zombies that have been enchanted with ice magic, making them tougher and a lot more dangerous.

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