Zombie Shambler (BB)
Creature -1 — mindless, undead, unholy, zombie
CrasherLANDundeadunholyzombiemindless
A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed. Among the living dead, zombies are most often used as fodder, wearing down defenses before more powerful undead arrive to deal the killing blow. Zombies can't truly think for themselves, but they can be commanded by other allied undead and powerful necromancers.
Source: menace-under-otari-bestiary
Perception +0; darkvision
Skills athletics +7
Str
+3
Dex
-2
Con
+2
Int
-5
Wis
+0
Cha
-2
AC 12
Fort +6
Ref +0
Will +2
HP 20
Immunities poison, unconscious, bleed, void, mental
Weaknesses vitality 5, slashing 5
Speed 25 feet
Offense
Melee Fist (unarmed) +7, Damage 1d6+3 bludgeoning plus Grab
Melee Jaws (unarmed) +7, Damage 1d8+3 piercing
If the zombie has a creature Grabbed or Restrained, it can attempt this special Strike against the grabbed or restrained creature.
Abilities
Slow — A zombie has only 2 actions on its turn, and it can't use reactions.
Grab — When the zombie succeeds at its fist Strike, it can use this action immediately after to attempt to Grapple the target. This Grapple doesn't apply or count toward the zombie's multiple attack penalty.
WORKS WELL WITH
AnvilLANDA tougher frontline undead can screen for this fragile shambler so it survives long enough to land a Grab.
SnareLANDA controller that slows the party compensates for this shambler's own lack of speed, letting it catch up before it strikes.
SniperLANDA ranged attacker can pick off targets fleeing this slow melee threat, since it can't easily pursue on its own.
PUNISHES
✖ melee engagement✖ low fortitude saves✖ isolated melee combatants
Stacking many identical slow melee zombies creates a horde with little added tactical depth beyond raw attrition.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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