Shade Zombie - AI-generated fantasy Monster

Shade Zombie

Scholars of the occult describe shade zombies as the byproduct of a soul that is ripped free mid-violence. The body persists, animated by the echo of the soul, compelled to look for the missing piece that completes its identity. Folktales treat them as omens of unresolved wrongs.

HP85AC14SPD30 ft.CR5 (1,800 XP)PerceptionStealth
STR
16
DEX
14
CON
16
save
INT
6
WIS
10
CHA
8
Undead Fortitude. When the shade zombie is reduced to 0 hit points, it must make a Constitution saving throw with + the damage taken, unless the damage is radiant. On a success it drops to 1 hit point instead. This trait cannot be used if the damage that would reduce it to 0 is radiant.
Shadow-Walk. The shade zombie sheds dim cold light in a 5-foot radius. It can see normally in magical darkness. If the shade zombie starts its turn in dim light or darkness it can move through other creatures and objects as if they were difficult terrain until the end of that turn; the shade zombie takes 5 force damage if it ends its turn inside a solid object.
Sundered Memory. The shade zombie has fragmented memories of its past life. A creature that succeeds on a Insight check while interacting with the shade zombie can coax a brief memory out of it. These memories are short flashes that can be used as clues. The shade zombie's Intelligence is low and it cannot meaningfully plan beyond seeking what it has lost.
Multiattack. The shade zombie makes two attacks: one with its Shadow Claw and one with Soul Tether.
Shadow Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage plus necrotic damage. On a hit the target must succeed on a Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn as faint echoes of the victim's own lost memories distract it.
Soul Tether. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: bludgeoning damage and the target is tethered by a cold, blue filament of soul-essence. A tethered creature is pulled 10 feet closer to the shade zombie at the end of the zombie's next turn unless the creature uses its action to succeed on a Strength check to break the tether. The tether lasts up to 1 minute and ends early if the shade zombie is incapacitated or more than 120 feet from the target.
Wail of Lost Echoes. Recharge 5 6. The shade zombie emits a low keening wail in a 20-foot radius. Each creature of the shade zombie's choice in that area must make a Wisdom saving throw. On a failed save a creature takes necrotic damage and is stunned until the end of its next turn. On a successful save a creature takes half as much damage and is not stunned. Undead and creatures immune to being charmed automatically succeed on the save and take half damage.
Echoed Grasp. When a creature within 10 feet hits the shade zombie with a melee attack the shade zombie can use a reaction to cause the attacker to make a Wisdom saving throw. On a failed save the attacker has disadvantage on its next attack roll as the attacker is assailed by a whispering flash of lost memory.
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