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Ogre Zombie 2014

CR 2 undead

Large undead, chaotic evil


Armor Class
8
Hit Points
72
Speed
30 ft.

STR18 (+4)
DEX6 (-2)
CON18 (+4)
INT2 (-4)
WIS6 (-2)
CHA4 (-3)

Saving Throws
Strength +4, Dexterity -2, Constitution +4, Intelligence -4, Wisdom -2, Charisma -3
Skills
Damage Immunities
Undead Resilience
Senses
darkvision 60 ft., passive Perception 8
Languages
understands Common and Giant but can't speak
Challenge
2 (450 XP) · Proficiency Bonus +2

Undead Fortitude.

If damage reduces the zombie to 0 HP, it must make a CON save with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 HP instead.

Undead Nature.

The zombie doesn't require air, food, drink, or sleep.

Undead Resilience.

The zombie is immune to poison damage, to exhaustion, and to the poisoned condition.

Actions

Multiattack.

The ogre zombie makes two Greatclub attacks.

Greatclub.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

Lumbering Charge (Recharge 5–6).

The ogre zombie shoulders its weapon and charges forward, shoving into creatures on its way. It moves up to 20 feet in a straight line and can move through the space of any Medium or smaller creature. The first time it enters a creature's space during this move, that creature must make a DC 14 STR save. On a failure, a creature takes 14 (4d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.

Other versions

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details