Colony of Mildew Zombies

Huge swarm of Medium undead, unaligned

Armor Class 10
Hit Points 68 (8d12 + 16)
Speed 25 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 14 (+2) 3 (-4) 11 (+0) 5 (-3)

Damage Resistances bludgeoning, piercing, slashing
Damage Immunities acid, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Alien Nature. The mildew zombie takes 5 poison damage when it comes in contact with liquid water. While submerged in water, it takes 10 poison damage at the start of its turn. This effect ignores the mildew zombie’s poison damage immunity.
  • Destroy Metal. Any nonmagical weapon made of metal that hits the colony corrodes. After dealing damage, the weapon takes a permanent and cumulative ?1 penalty to damage rolls. If its penalty drops to ?5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the mildew zombie is destroyed after dealing damage.
  • Deteriorate Blood. A creature that starts its turn within 5 feet of the colony takes 2 necrotic damage. Constructs and Undead are immune to this effect.
  • Fungal Infection. A Humanoid slain by a melee attack from the colony revives as a mildew zombie within 1d4 hours.
  • Swarm. The colony can occupy another creature’s space and vice versa, and the colony can move through any opening large enough for a Medium mildew zombie. The colony can’t regain hit points or gain temporary hit points.

ACTIONS

  • Multiattack. The colony makes two Spike attacks.
  • Spike. Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the colony’s space. Hit: 12 (2d6 + 5) piercing damage, or 8 (1d6 + 5) piercing damage if the colony has half of its hit points or fewer.

REACTIONS

  • Confusing Spores (Recharge 4-6). After being hit by a melee attack, the colony releases a cloud of spores if it can see the attacker. The creature must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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