Infobox

Zombie Abomination

Large Undead, Neutral Evil

AC 12C
HP 105 (10d10 + 50)
Speed 20 ft.

MODSAVEMODSAVE
STR18+4+4INT3-4-4
DEX6-2-2WIS6-2+0
CON20+5+5CHA5-3-3

Damage Resistances Acid, Necrotic
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 8
Languages Understands Common but can’t speak
CR 4 (XP 1,100; PB +2)

Habitat Vaults, Ruins
Treasure Intact Specimen Bounty

Traits

Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 + 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.

Acidic Entrails. The Abomination leaves a trail of Acid Puddles in every 5-foot square it enters. Whenever the Abomination takes damage from an attack, 1d4 additional Acid Puddles splash into adjacent unoccupied squares.

  • Acid Puddles: A creature entering or starting its turn in a puddle takes 3 (1d6) Acid damage.
  • Flammable Floor: A puddle targeted by Fire damage ignites, burning away instantly and dealing (1d6) Fire damage to any creature standing in it. It remains burning for 1d4 turns.
  • Ooze Merging: If 10 or more adjacent Acid Puddles connect, they instantly coalesce into a Green Ooze (Acidic). Using more than 10 Acid Puddles gives +2 HP for each additional Puddle consumed.

Actions

Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d8 + 4) Bludgeoning damage plus 5 (1d8) Acid damage.

Bonus Actions

Prepare Belch The Abomination starts to cough and bark, indicating that it’ll use its Acid Belch next turn. It can also use it as Opportunity Attacks instead of a normal attack

Acid Belch (Recharge 3). The Abomination vomits acidic bile in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) Acid damage on a failed save, or half as much on a successful one. Up to 6 squares in the area become Acid Puddles.