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Fogborn Zombie Knight

Challenge
Terrain
str
16
dex
6
con
14
int
3
wis
8
cha
4

AC 16 (full plate)

HP 52 (8d8 + 16; bloodied 26)

Speed 20 ft., swim speed 20 ft.


Proficiency +2; Maneuver DC 13

Damage Immunities poison

Condition Immunities fatigue , poisoned

Senses darkvision 60 ft., passive Perception 9

Languages understands one language but can’t speak


Undead Fortitude (1/Day). If the zombie is reduced to 0 hit points by damage that isn’t radiant or from a critical hit, it’s instead reduced to 1 hit point, falls prone , and is stunned until the end of its next turn, appearing to be dead.

Undead Nature. A zombie doesn’t require air, sustenance, or sleep.

Fogwalk. The fogborn ignores difficult terrain and damaging effects from terrain as long as its movement takes it in a direct horizontal path and ends in an unoccupied space able to support it.

In addition, when the fogborn enters or leaves a square the area becomes lightly obscured by fog that lasts until the start of the fogborn’s next turn.

Water Walker. The fogborn gains a swim speed equal to its Speed, and it can move across water as if it were solid ground.


ACTIONS

Multiattack. The zombie makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the creature is grappled if it’s Medium or smaller (escape DC 13), and until the grapple ends, the zombie can’t grab another target.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by a zombie. Hit: 8 (1d10 + 3) piercing damage, and the zombie regains hit points equal to the damage dealt.

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.