Embalmed | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Embalmed CR: 1/2

Small to Medium undead, unalligned
Armor Class: 8
Hit Points: 22
Speed: 20 ft

STR

13 +1

DEX

6 -2

CON

16 +3

INT

3 -4

WIS

6 -2

CHA

5 -3

Saving Throws: Wis d20+0
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 8
Languages: Understands Common and Zosaqi, but cannot speak
Challenge Rating: 1/2

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw d20+3 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.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage.   Chemical Bile (1/day). The Embalmed sprays some of the toxic chemicals that keep its body preserved in a 15 ft. line. Each creature in that area must succeed on a DC: 13 Constitution saving throw or take 2d6 poison damage on a failed save or half as much on a successful one.

The corpse of a humanoid that has been preserved through an embalming ritual and animated with necromancy; the stinging smell of formaldehyde signals its presence nearby. Despite being an animated corpse, these zombies can resemble lifelike humanoids from a distance. These zombies are used as soldiers, guards, and laborers by the necromancers that control them. Although if the connection between the necromancer and Embalmed is severed, they can act somewhat unpredictably.

Created by

DnDDjinni.

Statblock Type

Monster

Link/Embed