Abattoir Ghoul
In the lands of Innistrad, no creature is safe from the terror of the undead, who rise each night from their grave in swarms. Among the myriad ways that a creature in Innistrad has to become a zombie, one of the most foul is by the consumption of tainted meat. Creatures which consume the flesh of the undead are likely to eventually succumb to its poison, transforming themselves into unliving horrors. Worse yet, this consumption can be caused second-hand, and animals which accidentally feast on the walking dead can become a vector for the plague when eaten by others.
Meat to the Butcher The risk of consuming a tainted animal is not small on the plane of Innistrad, where the zombified swarms of an undealt with ghoulcaller could spell doom for an entire village. For this reason, Innistrad’s butchers must watch carefully for the signs of tainted meat in the animals they purchase for their supply. Falling to the plague of undead in this second-hand method might still leave the victim with some small spark of their mind, and dim memories of their former lives. In a string of missing persons, if the village butcher was the first to go, the cause is almost always obvious. And a rotten village butcher is a sure sign the infection has already spread.
Abattoir Ghoul
In the lands of Innistrad, no creature is safe from the terror of the undead, who rise each night from their grave in swarms. Among the myriad ways that a creature in Innistrad has to become a zombie, one of the most foul is by the consumption of tainted meat. Creatures which consume the flesh of the undead are likely to eventually succumb to its poison, transforming themselves into unliving horrors. Worse yet, this consumption can be caused second-hand, and animals which accidentally feast on the walking dead can become a vector for the plague when eaten by others.
Armor Class | 11 | ||
---|---|---|---|
Hit Points | 16d8+48 | ||
Speed | 30 ft. | ||
Strength | 14 (+2) | ||
Dexterity | 12(+1) | ||
Constitution | 16 (+3) | ||
Intelligence | 7 (-2) | ||
Wisdom | 8 (-1) | ||
Charisma | 10 (+0) | ||
Damage Immunities | Poison | ||
Condition Immunities | Poisoned | ||
Senses | Darkvision 60 ft. | Passive Perception 9 | |
Languages | Understands the languages it knew in life but can't speak | ||
Challenge | 6 (2300 XP) | ||
Special 1 | First Strike | The zombie has an advantage on the first | attack roll it makes on each of its turns |
Special 2 | Grim Rejuvenation | When the zombie reduces a creature to 0 hit points, | it gains a number of hit points equal to the damage dealt |
Special 3 | Skilled Aim | The zombie's attacks deal critical damage on roll of 19 or 20 | |
Special 4 | 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 | |
Action 1 | Multiattack | The zombie makes two attacks with its cleaver | |
Action 2 | Cleaver | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 2d6+2 slashing damage |
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