Clockwork Zombies
Medium construct, neutral evil
AC: 14 (natural armor)
HP: 22 (3d8+9)
Speed: 25 ft.
Str 13 +1
Dx 6 -2
Con 14 +2
Int 10
Wis 5 -3
Cha 5 -3
Saving Throws Con +4, Wis -4
Damage immunities: lightning, poison
Condition Immunities: poisoned, frightened
Senses: Darkvision 60 ft., passive perception 10
Languages: understands the language it knew in life, can’t speak
Challenge: ½ (100xp)
Lightning Recharge: Whenever the clockwork zombie is subjected to lightning damage, it takes no damage, and gains temporary hitpoints equal to half the lightning damage dealt.
Tick-Tock: Clockwork zombies can never surprise anyone that can hear.
Actions
Slam. Melee weapon attack +4 to hit, reach 5 ft. One target. Hit: 8 (2d6+1) bludgeoining damage.
The manipulation of necromatic forces to reanimate a body is not an exact science, nor is it an easy path to master. The turning of gears, the pumping of fluids, and the spark of electricity may be just as arcane, but it is a science, though a weird one.
Clockwork zombies smell of chemical preservatives, and are full of gears, pumps, and assorted steampunk paraphernalia that animate these poor souls. The animation process manages to preserve the mind of the original creature, but twists it to evil. They are intelligent, but easily fooled.
My first attempt at a 5e monster...
Image Source
Excellent.
ReplyDeleteOooo... I love these guys. I may have to use them in the Halloween one-shot I'm thinking about running for my friends.
ReplyDelete