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The Cackling Corpse




This zombie's name is right on the nose, well, it would be if there wasn't a festering, red hole where its nose used to be. Sporting a soiled jester's outfit of purple and yellow, the zombie moves with startling alacrity, the jingle of rusted bells, and menacing laughter toward its prey. A revered children's entertainer before Death claimed the region, the cackling corpse still holds a soft spot for the young somewhere in its rotten brain. No matter how hungry it is, the risen will never attack a child (or halfling) and has on many occasions scooped up a youngster in its putrid arms and whisked them away to safety.


-Records of the Charnel House

The Cackling Corpse

Medium undead (zombie), chaotic evil

Armor Class 13

Hit Points 142 (19d8 + 57)

Speed 40ft

Str 14 Dex 6 Con 18 Int 6 Wis 13 Cha 5

Saving Throws Wis +2

Condition Immunities exhaustion, poisoned

Damage Immunities poison

Senses darkvision 60 ft., passive Perception 9

Languages understands Common and Elvish but can't speak

Challenge 6 (2,300 XP))

Absorb.

The zombie cackles incessantly while it can see any living creature and isnā€™t incapacitated. Each creature that starts its turn within 20 feet of the zombie and can hear the cackling must succeed on a DC 13 Wisdom saving throw or join in the insane laughter. On failure, the creature falls prone, becomes Incapacitated, and is unable to stand up while within 20ft of the zombie. A creature with an Intelligence score of 4 or less isnā€™t affected. If a creature fails this saving throw by 5 or more, they also take 4(1d8) psychic damage each round they remain laughing.


At the end of each of its turns, and each time it takes non-psychic damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if itā€™s triggered by damage. On a success, the effect ends and the creature is immune to the zombie's Mad Cackle for 24 hours.

Tumble.

If the zombie moves at least 20 ft. toward a target, succeeds on a DC 15 Acrobatics check, and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the zombie can make a bite attack against it as a bonus action.

Twinkle of Innocence.

The zombie cannot attack creatures it recognizes as juvenile. Often, it will go out of its way to defend them from other zombies.

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

Multiattack.

Multiattack. The zombie makes two Slam and one Bite attacks.

Slam.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

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