Klaven Void Zombie

Medium undead, neutral evil

Armor Class 14 (natural armor)
Hit Points 15 (2d8 + 6)
Speed 40 ft.

15 (+2) 12 (+1) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wis +0
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft.; passive Perception 8
Languages understands Common, Jagladine, and Ultari but can’t speak
Challenge 2 (450 XP)


  • Nanite Tactics. The void zombie has advantage on melee attack rolls against a creature if at least one other klaven ally is within 5 feet of the creature and the ally isn’t incapacitated.
  • Undead Nature. The void zombie doesn’t need to eat, drink, sleep, or breathe.
  • Undead Fortitude. When damage reduces the void zombie to 0 hit points, it must make a Constitution save with a DC of 5 + the damage dealt. On a success the void zombie drops to 1 hit point instead. If the damage is radiant or the result of a critical hit the save automatically fails.


  • Multiattack. The void zombie makes two attacks with its claws and can attack with its tongue as a bonus action.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) slashing damage.
  • Tongue. Melee Weapon Attack: +4 to hit, 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature other than a construct or undead it loses 2d6 (7) hit points due to blood loss.


  • Energy Modulation (1/Day). When it takes necrotic or radiant damage the void zombie can shift its internal energy balance to absorb the damage. Until the stat of its next turn, the zombie heals a number of hit points equal to the chosen type of damage it would have otherwise taken.
Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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