Page 317 - D&D Bestiary
P. 317
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Armor Class 8
Hit Points 22 (3d8 + 9)
· Speed 20 ft.
BEHOLDER ZOMBIE
STR DEX CON INT WIS CHA Large undead, neutral evil
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (- 2) 5 (- 3)
Armor Class 15 (natural armor)
Saving Throws Wis +0 Hit Points 93 (lld10 + 33)
Damage Immunities poison Speed 0 ft., fly 20ft. (hover)
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8 STR DEX CON INT WIS CHA
Languages understands the languages it knew in life but 10 (+0) 8 (- 1) 16 (+3) 3 (-4) 8 (- 1) 5 (- 3)
can't speak
Challenge 1/4 (50 XP) Saving Throws Wis +2
Damage Immunities poison
Condition Immunities poisoned
Undead Fortitude. If damage reduces the zombie to 0 hit
Senses darkvision 60ft., 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, unless the damage is radiant or
can't speak
from a critical hit. On a success, the zombie drops to 1 hit
Challenge 5 (1 ,800 XP)
point instead.
ACTIONS 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.
of 5 +the damage taken, unless the damage is radiant or
Hit: 4 (1d6 + 1) bludgeoning damage.
from a critical hit. On a success, the zombie drops to 1 hit
point instead.
ACTIONS
Large undead, neutral evil Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 14 (4d6) piercing damage.
Armor Class 8
Hit Points 85 (9d10 + 36) Eye Ray. The zombie uses a random magical eye ray, choosing
Speed 30ft. a target that it can see within 60 feet of it.
1. Paralyzing Ray. The targeted creature must succeed on a
STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 18 (+4) 3 (- 4) 6 (-2) 5 (- 3) 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.
Saving Throws Wis +0 2. Fear Ray. The targeted creature must succeed on a DC 14
Damage Immunities poison
Wisdom saving throw or be frightened for 1 minute. The target
Condition Immunities poisoned
can repeat the saving throw at the end of each of its turns,
Senses darkvision 60ft., passive Perception 8
ending the effect on itself on a success.
Languages understands Common and Giant but can't speak
3. Enervation Ray. The targeted creature must make a DC 14
Challenge 2 (450 XP)
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 force 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 non magical object or
creation of magical force, it is disintegrated without a saving
ACTIONS
throw. If the target is a Huge or larger non magical object
Morningstar. Melee Weapon Attack: +6 to hit, 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.
ZOMlliES
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