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Lady of the Grotto




Pale and perfect, the Lady of the Grotto served the spiritual and sensual needs of her flock before death claimed the land. Risen with the rest, she no longer needs to soothe the soulless and sexless, yet they gather unto her cave-borne temple just the same. Despite her zombified state, the dead, sacred strumpet is as white as the marble statues littered about the district. If she remains still long enough, her open wounds and ruptured flesh temporarily seal shut. Nude as she is these days, the zombie can easily be mistaken for one of these statues. Once she strikes and all the wounds yawn wide once more, the illusion is broken. By then, it's already too late and her shambling faithful are stirred into a frenzy.


-Records of the Charnel House

Lady of the Grotto

Medium undead (zombie), chaotic evil

Armor Class 12

Hit Points 66 (12d8 + 12)

Speed 30ft

Str 14 Dex 15 Con 13 Int 9 Wis 10 Cha 14

Saving Throws Wis +2

Skills: Religion +1, Stealth +4

Condition Immunities charmed, exhaustion, exhaustion, poisoned

Damage Immunities poison

Senses darkvision 60 ft., passive Perception 10

Languages Common

Challenge 3 (700 XP)

Alabaster Skin.

As long as the zombie remains motionless and unseen by enemy creatures for 1 minute, she appears to be an ordinary marble statue.

Turn Resistance.

The zombie has advantage on saving throws against any effect that turns undead.

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

Actions

SMultiattack.

The zombie makes a Bite and Slam attack.

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. In addition, a creature bitten must succeed on a DC 11 Constitution saving throw or be Poisoned until the end of their next turn. If a creature fails this save by 5 or more, they are Paralyzed until the end of their next turn instead.

Slam.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 2) bludgeoning damage.

Grave Command.

For 1 minute, the zombie can mystically encourage a nonhostile, undead creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll. A creature can benefit from only one Command die at a time. This effect ends if the zombie is incapacitated.

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