Page 317 - Monster Manual [11th Print]
P. 317
N ANIMATE OEl\0 SPELL
"AFTER BEEK OIEO, WE Ci\ST I\
ON HIS CORPSE. lT Wi\S FUN FOR I\ WHILE, BUT THE
1.0M8\E STAR TEO TO SMELL REAL BAD, SO \V� DOUSED
IT I N OIL /\ND SET IT ON FIRE. BEEK WOULD VE FOUND
THAT H\LARIOUS." p
- F oNKIN lio ovPEl\K, ON FRIENOSHI
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ZOMBIE
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
BEHOLDER ZOMBIE
STR DEX CON I N T WIS CHA Large undead, neutral evil
1 3 (+l) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Armor Class 5 (natural armor)
1
Saving Throws Wis +O Hit Points 93 ( 1 1 d l 0 + 33)
Damage Immunities poison Speed 0 ft., fly 20 ft. (hover)
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8 STR DEX CON INT WIS CHA
1
Languages understands the languages it knew in life but 10 (+O) 8 (- ) 16 (+3) 3 (-4) 8 (-1) 5 (-3)
can't speak
Challenge 1/4 (SO XP) Saving Throws Wis +2
Damage Immunities poison
Condition Immunities poisoned, prone
Undead Fortitude. If damage reduces the zombie to 0 hit Senses darkvision 60 ft., passive Perception 9
points, it must make a Constitution saving throw with a DC Languages understands Deep Speech and Undercommon but
of 5 + the damage taken, un e ss the damage is radiant or can't speak
l
from a critical hit. On a success, the zombie drops to 1 hit Challenge 5 (1,800 XP)
point instead.
A C T I O N S Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (ld6 + 1) bludgeoning damage. 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.
O G RE ZOMBIE A C T I O N S
Large undead, neutral evil Bite. Melee Weapon Attack: +3 to i t, reach 5 ft., one target.
h
Hit: 14 (4d6) piercing damage.
Armor Class 8
Hit Points 85 (9dl0 + 36) Eye Ray. The zombie uses a random magical eye ray, choosing
i
Speed 30 ft. a target that it can see with n 60 feet of it.
7. Paralyzing Ray. The targeted creature must succeed on a
STR DEX CON INT WIS CHA
1 9 (+4} 6 (-2) 1 8 (+4) 3 (-4) 6 (-2) 5 (-3) DC 14 Constitution saving throw or be paralyzed for l minute.
The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Saving Throws Wis +O 2. Fear Ray. The targeted creature must succeed on a DC 14
Damage Immunities poison
Condition Immunities poisoned Wisdom saving throw or be frightened for l minute. The target
Senses darkvision 60 ft., passive Perception 8 can repeat the saving throw at the end of each of its turns,
Languages understands Common and Giant but can't speak ending the effect on itself on a success.
Challenge 2 (450 XP) 3. Enervation Ray. 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.
Undead Fortitude. If damage reduces the zombie to 0 hit 4. Disintegration Ray. If the target is a creature, it must
points, it must make a Constitution saving throw with a DC succeed on a DC 14 Dexterity saving throw or take 45 (10d8)
of 5 + the damage taken, unless the damage is radiant or fo r ce damage. If this damage reduces the creature to 0 hit
from a critical hit. On a success, the zombie drops to 1 hit points, its body becomes a pile of fine gray dust.
point instead. If the target is a Large or smaller nonmagical object or
A C T I O N S creation of magical force, it is disintegrated without a saving
throw. If the target is a u ge or larger nonmagical object
H
h
+
Morningstar. Melee Weapon Attack: 6 to i t, reach 5 ft., one or creation of magical force, this ray disintegrates a 10-foot
target. Hit: 13 (2d8 + 4) bludgeoning damage. cube of it.
ZOMBIES

