Husk Zombie
The wastes of Eastern Wynandir retain many curses and corruptions from the time of The Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies—resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake.
Psychotic Frenzy
Unlike typical zombies, which are ponderous and lumbering stalkers, a husk zombie races quickly toward its prey, eager to tear flesh from bone. Each kill it makes drives it into a fighting frenzy, during which it howls with delight. It doesn’t feed on those it kills, but rather leaves the corpses to rot. Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage.Undead
A husk zombie doesn’t require air, food, drink, or sleep.Husk Zombie CR: 1 (200 xp)
Medium undead, neutral evil
Armor Class: 10
Hit Points: 37 (5d8 + 15)
Speed:
35 ft
STR
16 +3
DEX
10 +0
CON
16 +3
INT
3 -4
WIS
6 -2
CHA
5 -3
Saving Throws: Con +5, Wis +0
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: understands the languages it knew in life but can’t speak
Challenge Rating: 1 (200 xp)
Curse of the Husk. A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Multiattack. The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Genetic Descendants
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