Large undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 93 (11d10+33)
Speed 0 ft., fly 20 ft. (hover)
|10 (0)||8 (-1)||16 (+3)||3 (-4)||8 (-1)||5 (-3)|
Saving Throws Wis +2
Damage Immunities poison
Condition Immunities poisoned, prone
Senses darkvision 60 ft.
Languages understands Deep Speech and Undercommon but can’t speak
Challenge 5 (1,800 XP)
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.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.
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.
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.
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.
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.