Mildew Zombie

Medium undead, unaligned

Armor Class 10
Hit Points 19 (3d8 + 6)
Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 3 (-4) 11 (+0) 5 (-3)

Damage Immunities acid, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 1 (200 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 mildew zombie 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 mildew zombie takes 2 necrotic damage. Constructs and Undead are immune to this effect.
  • Fungal Infection. A Humanoid slain by a melee attack from the mildew zombie revives as a mildew zombie within 1d4 hours.

ACTIONS

  • Multiattack. The mildew zombie makes two Spike attacks.
  • Spike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

REACTIONS

  • Confusing Spores (Recharge 5-6). After being hit by a melee attack, the mildew zombie 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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