# Zombie Knight

*Medium* *Undead*

- **Armor Class:** 16
- **Hit Points:** 52 (8d8+16)
- **Speed:** walk 20 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 437

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 6 (-2) | 14 (+2) | 3 (-4) | 8 (-1) | 4 (-3) |

- **Skills:** 
- **Damage Immunities:** poison
- **Condition Immunities:** fatigue, poisoned
- **Senses:** darkvision 60 ft., passive Perception 9
- **Languages:** understands one language but can't speak

### Special Abilities

- **Undead Fortitude (1/Day):** If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead.
- **Undead Nature:** A zombie doesnt require air, sustenance, or sleep.

### Actions

- **Multiattack:** The zombie makes two melee attacks.
- **Greatsword:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- **Grab:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage  and the creature is grappled if its Medium or smaller (escape DC 13)  and until the grapple ends  the zombie can't grab another target.
- **Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by a zombie. Hit: 8 (1d10 + 3) piercing damage  and the zombie regains hit points equal to the damage dealt.


