A horrific abomination, the zombie known as Rust Maw hunted before Death swept the Kingdom and still does so to this day. Of course, now its quarry is something different altogether. No one is quite sure how its lower jaw was replaced with a rusted beartrap, or just how deep the attached chain goes into its gullet. However, it gives the shambler one hell of a bit. Worse yet, it turns lesser zombies into 'living' traps. Exploding in a rain of gore, the zombies stifle prey trying to run away. Then Rust Maw and its hanger-on's feast.
-Records of the Charnel House
Rust Maw
Medium undead (zombie), neutral evil
Armor Class
9
Hit Points
45 (6d8 + 18)
Speed
20ft
Str 15 Dex 8 Con 16 Int 3 Wis 16 Cha 7
Skills Survival +7
Condition Immunities
exhaustion, poisoned, restrained
Damage Immunities poison
Senses
darkvision 60 ft., passive Perception 13
Languages
understands Common but can't speak
Challenge
2 (450 XP)
Keen Smell.
The zombie has advantage on Wisdom (Perception) checks that rely on smell.
Lockjaw.
The target is considered grappled by the zombie, however, it is not restrained. Instead, it cannot move more than 10ft away from the zombie and takes 3 (1d6) necrotic damage at the end of each of its turns while grappling. While the zombie has a creature grappled in this way, it cannot use its bite attack.
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 attack
Slam.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. The zombie may elect to lockjaw the target.
Trapsmithing(Recharge 5-6).
The zombie chooses another 'living' zombie it can see within 90ft that has less hit dice than it. That zombie explodes in an array of bones rearranged into clenching traps. All creatures within 10ft of the explosion must succeed on a DC 13 Dexterity save or take 10 (3d6) piercing damage and be restrained for the next minute. At the end of each of its turns, an affected creature can repeat this save with the effect ending on success.
Comments
Post a Comment