Blood Zombie
Medium Undead, neutral evil (CR 2)Armor Class 10 natural armor
Hit Points 51 (6d8+24)
Speed 20 ft.
16 (+3)
6 (-2)
18 (+4)
3 (-4)
6 (-2)
5 (-3)
Skills
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge Rating 2
Actions
Slam.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 4 (1d8) necrotic damage. The zombie gains temporary hp equal to the necrotic damage taken.
sizeMedium
typeUndead
group
alignmentneutral evil
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save0
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunitiespoison
condition_immunitiespoisoned
cr2
reactions
legendary_desc
legendary_actions
special_abilitiesname: Blood Drain,desc: A creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage and the zombie gains temporary hp equal to that amount as it drains blood from the victim. If the zombie takes radiant damage or damage from a magic weapon, this trait doesn't function at the start of the zombie's next turn, although it retains any temporary hp it previously gained. It can add temporary hp gained from this trait to temporary hp gained from its slam attack. Its temporary hp can't exceed half its maximum hp.,name: Undead Fortitude,desc: If damage reduces the zombie to 0 hp, 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 hp instead.
spell_list
page_no282
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
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Creature Codex, page no. 282