Dark Witness Zombie
Medium undead, neutral evil
Armor Class
14 (natural armor)
Hit Points
45 (6d8 + 18)
Speed
30 ft.
STR
10 (+0)
DEX
8 (-1)
CON
16 (+3)
INT
3 (-4)
WIS
8 (-1)
CHA
5 (-3)
Condition Immunities
Prone
Senses
Darkvision 120 ft., Passive Perception 9
Languages
--
Challenge
3 (700 XP)
Undead Fortitude. If damage reduces a dark witness zombie to 0 hit points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or a critical hit. On a success, the dark witness zombie drops to 1 hit point instead.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., Hit: 4 (1d8) piercing damage.
Aberrant Gaze. The dark witness zombie targets a creature it can see within 120 ft. An eye at the end of one of its tentacle arms uses one of the following effects on the target.
- Fear Gaze. The target creature must succeed on a DC 13 Wisdom saving throw or be frightened of the dark witness for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Shocking Gaze. The target creature must succeed on a DC 13 Dexterity saving throw or take 28 (8d6) lightning damage on a failed save, or half as much on a successful one.