Skip to main content

Bleeding Birler




Before Death swept the Kingdom, this zombie led a simple life. Hewing down mighty trees for lumber wasn't glorious nor profitable but it was honest work. Its only claim to fame was being the best at log rolling in folk competitions. The birler had thought it odd then when a pale, mysterious noble took interest in them. Still, they didn't mind their company and eventually, the necking session which left them weak and feverish. Perhaps they would have ended up a vampire spawn, but tragedy found them and so many others raised into undeath in a different way. The vampiric taint still clings to this shambler. Its wounds constantly bleed leaving it with slick read patches and an axe dripping half-congealed blood. Instead of chopping down trees, it fells the living all the while seeking that pale lover.


-Records of the Charnel House

Bleeding Birler

Medium undead (zombie), neutral evil

Armor Class 10

Hit Points 45 (6d8 + 18)

Speed 20ft

Str 16 Dex 10 Con 16 Int 5 Wis 12 Cha 5

Skills Survival +3

Condition Immunities blinded, exhaustion, poisoned

Damage Immunities necrotic, poison

Senses darkvision 60 ft., passive Perception 11

Languages understands Common, but can't speak

Challenge 2 (450 XP)

Blood Hound.

The zombie gains Advantage on all Wisdom (Survival) rolls involving creatures currently wounded by the Woodman's Axe.

Rampage.

When the zombie reduces a creature to 0 hit points with a Woodman's Axe attack attack on its turn, the zombie can take a bonus action to move up to half its speed and make a Woodsman's Axe attack.

Sanguine Haft.

The zombie's Woodman's Axe deals double damage to Plant creatures. At the start of each of the zombie's turns, if it is not holding the Woodman's Axe, the weapon appears in its hand as long as it is within 1 mile.

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 melee attacks.

Slam.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) poison damage.

Woodsman's Axe.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft./range 30/60ft, one target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned