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.
medium
undead
cr3
out-of-the-box-5e