dave2008
Legend
Zombie Dragon by sandara
Ancient Green Dragon Zombie
Gargantuan dragon, lawful evil
Armor Class 19 (Natural Armor)
Hit Points 279 (18d20 + 90; bloodied 139)
Speed 30 ft., climb 20 ft., fly 90 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
22 (+6) | 8 (-1) | 20 (+5) | 1 (-5) | 5 (-3) | 6 (-2) |
Saving Throws Dex +5, Wis +3
Damage Resistances necrotic; bludgeoning, piercing & slashing from nonmagical weapons
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive perception 6
Languages --
Challenge 20 (25,000 XP) Proficiency Bonus +6
Colossal. The zombies's space is 25 feet by 25 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.
Magic Weapons. The zombie’s weapon attacks are considered magical weapons.
Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead.
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.
Unstoppable. At any time, requiring no action, the zombie can take 30 hit points of damage and immediately end one conditions or effect it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.
Zombie Plague. A creature with 20 hit points or less that is hit by a melee attack from the zombie must make a DC 20 Constitution saving throw or be infected with zombie plague. The infected creature suffers one level of Exhaustion, and it regains only half the normal number of Hit Points from spending Hit Dice and no Hit Points from finishing a Long Rest.
At the end of each Long Rest, an infected creature must make a DC 20 Constitution saving throw. On a failed save, the creature gains one additional level of Exhaustion. If a creature reaches the sixth level of exhaustion, it dies and immediately rises as a zombie.
ACTIONS
Multiattack. The zombie makes three attacks: two with is claws and one with its bite. The dragon can substitute a tail attack for one bite or two claw attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 17 (5d6) poison damage and the target must make a DC 20 Strength saving throw or be grappled.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage and, if the dragon wishes, the target must make a DC 20 Strength saving throw or be knocked prone or pushed 10 feet, the zombie's choice.
Tail. Melee Weapon Attack: +12 to hit, reach 35 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be knocked prone and incapacitated until the end of the zombie’s next turn.
Poison Breath (Recharge 6). The zombie exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 88 (16d10) poison damage and be poisoned on a failed save, or half as much damage and be poisoned until the end of the dragon's next turn on a successful one. The target can make an additional saving throw at the end of each of its turns, ending the effect on itself on a success.
LEGENDARY ACTIONS
The zombie can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the zombie has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The zombie regains spent legendary actions at the start of its turn.
Crunch. The zombie makes a bite attack against a creature it has grappled.
Tail Slam (Cost 2 Actions). The zombie makes one Tail attack.
Wing Attack (Costs 3 Actions). The zombie beats its wings. Each creature within 30 feet of the zombie must succeed on a DC 20 Strength saving throw, taking 13 (3d4 + 6) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. The zombie can then fly up to half its flying speed.
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