1. Species

Zombie, Dwarf (Phandelver Guard)

Zombie, Dwarf (Phandelver Guard)
Medium Undead, Lawful Evil

Armor Class 16 (Chainmail, Deteriorated)

Hit Points 24 (3d8 + 10)

Speed 20 ft.

STR

16 (+2)

DEX

6 (-3)

CON

16 (+3)

INT

3 (-4)

WIS

5 (-3)

CHA

5 (-3)

Vulnerabilities Radiant

Resistances Piercing

Immunities Poison

Senses Darkvision 60 ft, passive Perception 7

Languages Common, Dwarf, cannot speak

Challenge 1/2 (75 XP)

Negative Nerves. Whenever a creature deals 5 damage or less to a zombie, it takes no damage.


Undead Fortitude. If damage reduces a zombie to 0 HP: Constitution saving throw, DC 5 + damage taken, unless damage is radiant or from Critical Hit. On success, zombie remains at 1 HP 

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 2) Piercing damage.


Warhammer. Melee Attack Roll. +4, reach 5 ft, one target. Hit: 6 (1d8 + 2) Bludgeoning damage.

REACTIONS

Delayed Reflex. When a zombie’s Negative Nerves trait allows it to ignore damage from a creature within 5 ft and that the zombie can see, the zombie can make a Slam attack with Disadvantage against the creature.


Sudden Lunge. If an enemy moves within 10 ft of a zombie, roll d20. On 11 or higher, the zombie moves 5 ft toward the enemy. If the zombie ends within 5 ft of the target, it can make one melee attack.