Armored Skaab
Of the many and varied creations of the Skaberen of Innistrad, few are as obviously dangerous as the armored skaab. While skaab are created for a number of reasons, the armored skaab are a special breed created exclusively for battle with the soldiers, town guards, and cathars of Innistrad.
Built-In Defenses The skaabs of Innistrad are often created for several purposes, including combat in the name of their creators. But occasionally specialized defenses might be required, and in that circumstances, specialized skaabs are often the answer. Among skaabs built to fight, the armored skaab offers a balance between strenght and ease of creation. Part of the reason an armored skaab can be so devastating is the armor fused to its skin, offering greater durability and resistance than other skaabs, and protecting vital organs which could otherwise offer weak points clever adversaries to target.
Armored Skaab
Of the many and varied creations of the Skaberen of Innistrad, few are as obviously dangerous as the armored skaab. While skaab are created for a number of reasons, the armored skaab are a special breed created exclusively for battle with the soldiers, town guards, and cathars of Innistrad.
Armor Class | 13 (natural armor) | ||
---|---|---|---|
Hit Points | 12d8+48 | ||
Speed | 30 ft. | ||
Strength | 19 (+4) | ||
Dexterity | 6 (-2) | ||
Constitution | 18 (+4) | ||
Intelligence | 6 (-2) | ||
Wisdom | 6 (-2) | ||
Charisma | 5 (-3) | ||
Damage Immunities | Poison | Psychic | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 60 ft. | Passive Perception 8 | |
Languages | Understands the languages of its creator but can't speak | ||
Challenge | 3 (700 XP) | ||
Special 1 | Resistant Anatomy | Whenever a creature would score a critical hit against the zombie, | roll a d20 . On a result of 10 or lower, |
the attack is instead treated as normal | |||
Special 2 | Rigor Mortis | The zombie has an advantage on all Strength saving throws | made to avoid being knocked prone or pushed |
Special 3 | 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 point instead | |
Action 1 | Multiattack | The zombie make two attacks with its crescent axe | |
Action 2 | Crescent Axe | Melee Weapon Attack | d20+6 to hit |
Reach 10 ft., one target | Hit 1d12+4 slashing damage |
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