Zombie Corrupter
Zombie Corrupter
STR
15 +2
DEX
15 +2
CON
16 +3
INT
7 -2
WIS
12 +1
CHA
5 -3
Undead Fortitude
If damage reduces the corruptor to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, it drops to 1 hit point instead.
Undead Nature. A corruptor doesn't require air, food, drink, or sleep.
Undead Self Destruct -
If the Zombie corrupter is close to death it is possible it will trigger it's viral explosion and self destruct. Every living creature within a 50 ft. radius must make a constitution saving throw DC 12.
On a fail the creature is poisoned, if this condition is not reversed that creature will become a zombie in one minute.
Actions
Bite
Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 10 (1d20) poison damage on a failed save, or half as much damage on a successful one.
Spit
Ranged Weapon Attack: +6 to hit, range 40/80 ft.,
one creature or two creatures that are within 5 feet of each other. Hit: 16 (3d10) acid damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If the effect is not reversed, after 1 minute the target turns into a zombie. The body dies and an undead creature rises instead.
The Corrupter is created when a carrier is killed and reanimated by a vampire or equally devious villain. They strengthen the newly undead carrier and can use this new creature to infect large swaths of people incredibly quickly.

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