Biweekly Monster-Cap Zombie

Undeath Caps are far more deadly to consume that mere Death Caps, and they turn those unfortunate enough to eat them into into mindless zombies driven to extend the growth of the fungus and its infection.

Lesser Cap Zombie
Medium undead, neutral evil
Armor Class: 10 (natural armor)
Hit Points: 13 (3d6+3)
Speed: 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 13 (+1) 4 (-3) 8 (-1) 5 (-3)

Saving Throws: Wis +1
Damage Immunities: poison
Condition Immunities: charmed, exhausted, poisoned
Senses: darkvision 60 ft., passive Perception 9
Languages: understands the languages it knew in life but can’t speak
Challenge: 1/4 (50 XP)

Fungal Resilience. Poison damage from cap zombies or undeath cap clouds heals the cap zombie. If it suffers this poison while unconscious, it heals and rises again.

Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage and 3 poison damage. If the target has suffered more poison damage from a cap zombie in the last day than their remaining health, they must succeed on a DC 16 Constitution saving throw or go mad and attack random targets (favoring the living) until they succeed on the saving throw (repeatable at the start of their turn). It can be cured with a Lesser Restoration spell.

Greater Cap Zombie
Large undead, neutral evil
Armor Class: 12 (natural armor)
Hit Points: 22 (5d6+5)
Speed: 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 13 (+1) 6 (-2) 10 (+0) 7 (-2)

Damage Immunities: poison
Condition Immunities: charmed, exhausted, poisoned
Senses: darkvision 60 ft., passive Perception 9
Languages: understands the languages it knew in life but can’t speak
Challenge: 1 (200 XP)

Fungal Resilience. Poison damage from cap zombies or undeath cap clouds heals the cap zombie. If it suffers this poison while unconscious, it heals and rises again.
Undeath Cap Explosion. A 25 ft. diameter area surrounding the cap zombie is filled with a cloud of undeath cap poison that deals 5 damage to each creature that starts their turn in the cloud or passes through it during their turn. It lasts 5 turns.

Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage and 3 poison damage. If the target has suffered more poison damage from a cap zombie in the last day than their remaining health, they must succeed on a DC 16 Constitution saving throw or go mad and attack random targets until they succeed on the saving throw (repeatable on their turn). It can be cured with a Lesser Restoration spell.
Undeath Cap Breath. A 5 ft. radius area directly in front of the cap zombie is filled with a cloud of undeath cap poison that deals 5 damage to each creature that starts their turn in the cloud or passes through it during their turn. It lasts 5 turns.

The players in my Haven campaign have been fighting these things for 4 weeks and have finally triumphed. I might have to bring them back in another dungeon.

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