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Deathshead




No one quite recalls what the zombie was before Death swept the Kingdom. There are some clues that it had been a venerable monk covered in all manner of mystical tattoos, the most prominent of which was that of a moth. Its essence was trapped in that very bit of ink as it tried to escape this terrible fate. From corpse to corpse it jumps now, always destroying the eyes of its new host. But, it needs not eyes to see for its very hatred of light drives the creature... or perhaps it longs for a warmth it can never again enjoy.


-Records of the Charnel House

Deathshead

Medium undead (zombie), chaotic evil

Armor Class 9

Hit Points 52 (7d8 + 21)

Speed 40ft

Str 15 Dex 8 Con 16 Int 3 Wis 11 Cha 5

Condition Immunities blinded, exhaustion, poisoned

Damage Resistances falling damage

Damage Immunities poison

Senses darkvision 60 ft., passive Perception 13

Languages understands Common, Dwarven but can't speak

Challenge 3 (700 XP)

Lightseeker.

The zombie knows where any artificial light source is exactly within 90ft. If a creature is holding a light source, the zombie gains advantage on attacks against them.

Lurching.

If the zombie moved at least 20ft and not in a straight line this turn it gains +3 to AC until end of turn.

Rejuvenation.

When the zombie’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

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.

The zombie makes two slam and one bite attacks

Slam.

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

Bite.

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

Mothball..

The zombie frays a nonmagical cloth object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 13 Dexterity saving throw to avoid the rust monster's touch.


If the zombie touches an object touched is either cloth armor or clothing being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

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