Ogre Zombie
Large Undead. CR 2, AC 8, 72 HP. Traits: Undead Fortitude, Undead Nature, Undead Resilience.
- Armor class
- 8
- Hit points
- 72
- Challenge
- 2
- Creature type
- Undead
- Size
- large
Stat block
- Cha
- 4
- Con
- 18
- Dex
- 6
- Int
- 2
- Str
- 18
- Wis
- 6
- Speed
- Walk: 30
- Senses
- darkvision 60 ft.
- Skills
- Actions
- Multiattack. The ogre zombie makes two Greatclub attacks.
- Greatclub. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage.
- Lumbering Charge (Recharge 5-6). The ogre zombie shoulders its weapon and charges forward, shoving into creatures on its way. It moves up to 20 feet in a straight line and can move through the space of any Medium or smaller creature. The first time it enters a creature's space during this move, that creature must make a DC 14 STR save. On a failure, a creature takes 14 (4d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.
- Languages
- understands Common and Giant but can't speak
- Saving throws
- Wisdom: -2; Charisma: -3; Strength: 4; Dexterity: -2; Constitution: 4; Intelligence: -4
- Damage immunities
- Undead Resilience
- Special abilities
- Undead Fortitude. If damage reduces the zombie to 0 HP, it must make a CON save with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 HP instead.
- Undead Nature. The zombie doesn't require air, food, drink, or sleep.
- Undead Resilience. The zombie is immune to poison damage, to exhaustion, and to the poisoned condition.
Source and licence
From Black Flag Reference Document.
Licence: ORC License.