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Belfry Hop




Clad in a filthy, ragged friar's robe, this horror still haunts the bell tower he once tended when the region was full of life and laughter. His ever-rotting husk first became fodder for crawlers, and then a feeding ground for the bats which fed on them. Some zombified essence transferred for the winged vermin forever bonding them to the shambler... and vice versa. Empowered by this connection, the zombie and its bats hunt for food as one. It isn't uncommon to find the latter nesting in the former.


-Records of the Charnel House

Belfry Hop

Medium undead (zombie), neutral evil

Armor Class 13

Hit Points 78 (12d8 + 24)

Speed 20ft

Str 14 Dex 16 Con 15 Int 6 Wis 12 Cha 8

Saving Throws Wis +3

Skills: Stealth +5, Survival +3

Condition Immunities charmed, exhaustion, exhaustion, poisoned

Damage Immunities poison

Senses darkvision 60 ft., passive Perception 10

Languages Common

Challenge 4 (1,100 XP)

Bat Bond.

As long as a friendly bat swarm is within 30ft of the zombie, the zombie has 60ft of darkvision and a Flight speed of 30ft.

Charge.

If the zombie moves at least 10 ft. straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Standing Leap.

The zombies's long jump is up to 20 ft. and its high jump is up to 20 ft., with or without a running start.

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 two slam attacks.

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage and 4 (1d8) necrotic damage.

Slam.

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

Summon Swarm (1/day).

The zombie summons a swarm of bats that arrives in 1d6 turns. This swarm of bats is friendly to the zombie and remains under the zombie's control until either it or the zombie dies.

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