Cleon
Legend
Cairn Zombie (Undead Stone Giant)
Huge undead, neutral evil
Armor Class 14 (natural armor)
Hit Points 175 (13d12 + 91)
Speed 30 ft.
Saving Throws CON +10
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Giant but can't speak
Challenge 7 (2,900 XP) Proficiency Bonus +3
Stone Camouflage. The cairn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
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
Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Rock (Recharge 4–6). Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Description
Cairn zombies are undead stone giants most commonly created by necromancers or cairn wights. The cairns' flesh is craggy, hard and mummified, not rotten like a common zombie; they show few signs of decay except their eyes are lifeless white orbs. Slow and lumbering, these undead giants move at a slower pace than their living kin, but swing greatclubs with even greater strength. While cairn zombies have lost the giant ability to catch rocks, their vestigial minds remember how to throw them around half the time.
(Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum.)
Huge undead, neutral evil
Armor Class 14 (natural armor)
Hit Points 175 (13d12 + 91)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
25 (+7) | 8 (–1) | 24 (+7) | 3 (–4) | 10 (+0) | 3 (–4) |
Saving Throws CON +10
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Giant but can't speak
Challenge 7 (2,900 XP) Proficiency Bonus +3
Stone Camouflage. The cairn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
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
Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Rock (Recharge 4–6). Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Description
Cairn zombies are undead stone giants most commonly created by necromancers or cairn wights. The cairns' flesh is craggy, hard and mummified, not rotten like a common zombie; they show few signs of decay except their eyes are lifeless white orbs. Slow and lumbering, these undead giants move at a slower pace than their living kin, but swing greatclubs with even greater strength. While cairn zombies have lost the giant ability to catch rocks, their vestigial minds remember how to throw them around half the time.
(Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum.)
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