Zombie, Dwarf (Phandelver Guard) | |||||
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. | |||||