Stat block
Lurches in for a bite and two claws; cutting it apart only spawns crawling limbs that keep fighting.
| AC | HP | Speed | CR | XP |
|---|---|---|---|---|
| 8 | 30 (4d8+12) | 20 ft | 1 | 200 |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) |
- Saving throws: WIS +0
- Immune: poison
- Condition immunities: poisoned
- Senses: darkvision 60 ft; passive Perception 8
- Languages: the languages it knew in life (understands but can't speak)
Traits
- Loathsome Limbs. Each time the zombie takes 5 or more Bludgeoning or Slashing damage from a single source, roll 1d20. 1-8: it loses a leg, if it has one left. 9-16: it loses an arm, if it has one left. 17-20: its head is cut off. Severed parts keep acting on the zombie's initiative with their own action and movement until the zombie drops to 0 Hit Points, at which point every part dies. A severed part has AC 8, and damage dealt to it is subtracted from the zombie's Hit Points. A severed leg can't attack and has a Speed of 5 feet. A severed arm has a Speed of 5 feet and can make one Claw attack on its turn, with Disadvantage; the body loses one Claw attack from its Multiattack for each arm it has lost. A severed head has a Speed of 0 feet and can make a Bite attack only against a target in its own space; the body loses its Bite and has the Blinded condition unless the head can see it. Missing one leg halves the zombie's Speed; missing both gives it the Prone condition, after which it can crawl if it has both arms, crawl at half Speed with one arm, and has a Speed of 0 (and can't gain Speed bonuses) with no arms or legs.
Actions
- Multiattack. Makes one Bite attack and two Claw attacks.
- Bite. Bites a target.
- Claw. Tears at a target with a clawed hand.
Where you meet it
- Burgomaster's Mansion: Past midnight the boards over the windows begin to creak, then to split. Wolves throw themselves at the front…
- Castle Ravenloft, the Larders of Ill Omen: Dead men in the castle's livery sit up on their pallets. Two suits of armour by the door turn their empty…
- Castle Ravenloft, the Larders of Ill Omen: Cyrus's shriek goes down the guards' run like a bell. Boots answer it, and some of them are not boots.
- The Old Svalich Road: The lanterns drop into the mud, still burning. The mourners come on without them.
- The River Ivlis Crossroads: The Hanged Man at the Crossroads · On the gallows the hanged man lifts his head. Behind him, all across the field, the mounds begin to split.
- The River Ivlis Crossroads: Count Off
- Village of Barovia: The churchyard earth heaves. Old graves split along their seams, and the village's dead climb out to finish…
- Village of Barovia: Shapes stand in the square, swaying like washing on a line. They turn toward you all at once.
- Village of Barovia: The Polite Caller · The carriage lamp stops at the end of the lane. Its door opens on nothing, and a tall shape in a coachman's…
On the road: Argynvostholt Road, Bonegrinder Lane, Krezk Road, Svalich Road, Svalich Woods, Zarovich Shore