Zombeavers

Zombeaver CR: 1

Small beast, chaotic evil
Armor Class: 11 (natural armour)
Hit Points: 22 5d8
Speed: 25 ft , swim: 30 ft

STR

12 +1

DEX

12 +1

CON

13 +1

INT

1 -5

WIS

2 -4

CHA

1 -5

Skills: Stealth +3
Senses: Darkvision 60 ft, passive Perception 11
Challenge Rating: 1

Undead Nature. Being undead, zombeavers do not need air, drink, food, or sleep.   Teeth & Jaws. The zombeaver has exceptionally strong teeth & jaws used to gnawing through trees, leading to enemies in anything short of metal based armour having a -1 AC.   Toxic Bite. Any time the zombeaver wounds a target the victim takes 7 2d6 poison damage. If this kills a victim, within 5 [rol:1d10] hours, they rise as a standard zombie (see the Monster Manual entry) but does not pass on the curse.   Surprise Attack. If attacking in the water or in heavily wooded areas, the zombeaver has advantage on the first attack (usually a surprise attack).   Tree Topple. Given about 5 to 10 minutes a zombeaver can topple a tree onto a target by gnawing through it. This causes 13 2d12 bludgeoning damage.

Actions

Bite. Melee Attack +2 to hit, reach 5 ft, one target. Hit 2 1d4 piercing damage.

Zombeavers are a type of undead, created by experiments by mages on living creatures or run-off from alchemical experiments. They are aggressive and bloodthirsty, preferring to sneak up on prey and able to attack from water as much as from undergrowth. Instead of the usual plants it eats it prefers the blood & meat of living creatures. Saying this, it still makes dams & lodges just like living beavers.

Suggested Environments

Wetlands.

Related Organizations

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