Zombie Clot

Huge Undead, Neutral Evil
RHW

AC 12

HP 104 (11d12 + 33)

Speed 40 ft.

STR

20 (+5)

Save +5

DEX

10 (+0)

Save +0

CON

16 (+3)

Save +6

INT

3 (-4)

Save -4

WIS

8 (-1)

Save -1

CHA

10 (+0)

Save +0

Saving Throws CON +6

Immunities Poison

Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned, Prone, Stunned

Senses Darkvision 60 ft., Passive Perception 9

Languages understands Common plus one other language but can't speak

CR 6

Traits

Deathly Stench. con 14, any creature that starts its turn in a 10-foot Emanation originating from the zombie. Failure: 9 (2d8) Poison damage, and the target has the Poisoned condition until the start of its next turn.

Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.

Actions

Multiattack. The zombie makes two Slam attacks.

Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage.

Flesh Entomb (Recharge 5+). str 16, one creature the zombie can see within 30 feet. Failure: 16 (3d10) Bludgeoning damage. If the target is a Large or smaller creature, it is entombed in a pile of dead flesh. While entombed, the target has the Restrained condition, has Total Cover against attacks and other effects outside the dead flesh, and takes 10 (3d6) Necrotic damage at the start of each of its turns. The target can be freed if the dead flesh is destroyed (AC 10; HP 25; Immunity to Necrotic, Poison, and Psychic damage).