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Zombie Knight

Medium undead, neutral evil
Armor Class 15
Hit Points 100hp (20d8+10) 20d8+10
Speed 30ft

STR
17 +3
DEX
6 -2
CON
18 +4
INT
8 -1
WIS
10 0
CHA
5 -3

Saving Throws STR +5
Skills Athletics +6
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Languages it knew in life.
Challenge 3


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

Morning Star. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage and 7 (1d8 + 2) bludgeoning damage.   Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. The target must make a DC 13 Dexterity (Acrobatics) or Strength (Athletics) or suffers one of the following: The target is knocked prone or the target is pushed 5 ft away from the zombie knight.   Multi-Attack: The zombie knight will make two attacks, the first with its Morning Star followed by a Shield Bash.


 

A grotesque humanoid that stands 6 to 7 feet tall, wears pieces of heavy armor, and wields a morning star and shield. Its form is enhanced by necromantic magics and in some places grows over the plates of its armor.


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