Large undead, neutral evil
- Armor Class
- 15 (natural armor)
- Hit Points
- 93 (11d10 + 33)
- Speed
- fly 20 ft. (hover), 0 ft., canHover true ft.
- Challenge
- 5 (1,800 XP)
- Saving Throws
- Wis +2
- Damage Immunities
- poison
- Condition Immunities
- poisoned; prone
- Senses
- darkvision 60 ft., passive Perception 9
- Languages
- understands Deep Speech and Undercommon but can't speak
Traits
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
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.
1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.