Goblin Zombie

Small humanoid (goblinoid), undead, Minion, neutral evil


Armor Class
11
Hit Points
19 (3d6+9)
Speed
25 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 16 (+3) 4 (-3) 6 (-2) 4 (-3)

Skills
Stealth +5
Damage Immunities
poison
Condition Immunities
poisoned, frightened
Senses
darkvision 60 ft., passive Perception 8
Languages
understands Goblin but can’t speak
Challenge
1/2 (100 XP)
Proficiency Bonus
+2

Nimble Escape. The goblin zombie can take the Disengage or Hide action as a bonus action on each of their turns.

Rotten. When the goblin zombie Disengages, Hides, or Dashes, their rotten skin sloughs off, making the space they were occupying difficult terrain.

Undead Goblitude. If damage reduces the goblin 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 goblin zombie drops to 1 hit point instead. If the goblin zombie is within 5 feet of an another goblin zombie, they have advantage on the saving throw.

Stench. The scent of the goblin zombie effuses the air around them. Creatures that start or end their turn within 10 feet of the zombie take 1d2 psychic damage. Any Perception check to detect the goblin zombie within 120 feet of the zombie has advantage, as long as the creature has the ability to smell.

Swarming. If 4 goblin zombies are all within 15 feet of each other, they become a Swarm of Goblin Zombies. The swarm always starts at full health. The swarm has the initiaive of the lowest goblin zombie that formed it.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Monstrous (Recharge 6). The goblin zombie forces a target within 30 feet that can see the goblin zombie to make a DC 10 Wisdom saving throw. On a failure, roll a d2. On a 1, the target is frightened of the goblin zombie for 1 round. On a 2, they take a level of exhaustion.

A creature which has already suffered this effect within the past 24 hours cannot suffer it again.

Swarm of Goblin Zombies

Large swarm of small humanoids (goblinoid), undead, neutral evil


Armor Class
10
Hit Points
93 (11d10+33)
Speed
25 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 16 (+3) 4 (-3) 6 (-2) 4 (-3)

Skills
Stealth +3
Damage Resistances
bludgeoning, piercing, slashing
Damage Immunities
poison
Condition Immunities
charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses
darkvision 60 ft., passive Perception 8
Languages
understands Goblin but can’t speak
Challenge
4 (1,100 XP)
Proficiency Bonus
+2

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small goblin zombie. The swarm can’t regain hit points or gain temporary hit points.

Undead Goblitude. When damage reduces the swarm to less than half HP for the first time, or 0 HP, it must make a Constitution saving throw with a DC equal to the damage taken. On a success, the swarm drops to 1 HP more than half or 1 HP instead. If the damage that would kill the swarm is radiant or from a critical hit, the swarm does not benefit from this effect.

Stench. The scent of the swarm of goblin zombies effuses the air around them. Creatures that start or end their turn within 30 feet of the swarm of goblin zombies takes 2d2 psychic damage. Any Perception check to detect the swarm of goblin zombies within 120 feet of the them has advantage, as long as the creature has the ability to smell.

Actions

Multiattack. The swarm of goblin zombies makes three melee attacks.

Slams. Melee Weapon Attack: +6 to hit, reach 0ft., one target in the swarm’s space. Hit: 12 (2d8+3) bludgeoning damage, or 7 (1d8+3) bludgeoning damage if the swarm has half of its hit points or fewer.

Monstrous (Recharge 3-6). The swarm of goblin zombies forces a target within 30 feet that can see the swarm to make a DC 10 Wisdom saving throw. On a failure, roll a d2. On a 1, the target is frightened of the swarm of goblin zombiea for 1 round. On a 2, they take a level of exhaustion.

A creature which has already suffered this effect within the past 24 hours cannot suffer it again.