Husk Zombie

Medium Undead, Neutral Evil
EGW

Habitat Any

The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies—resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake.
Psychotic Frenzy. Unlike typical zombies, which are ponderous and lumbering stalkers, a husk zombie races quickly toward its prey, eager to tear flesh from bone. Each kill it makes drives it into a fighting frenzy, during which it howls with delight. It doesn't feed on those it kills, but rather leaves the corpses to rot. Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage.

Variant: Husk Zombie Bursters. Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection. A husk zombie burster has the additional action option below.

AC 10

HP 37 (5d8 + 15)

Speed 35 ft.

STR

16 (+3)

Save +3

DEX

10 (+0)

Save +0

CON

16 (+3)

Save +5

INT

3 (-4)

Save -4

WIS

6 (-2)

Save +0

CHA

5 (-3)

Save -3

Saving Throws CON +5, WIS +0

Immunities Poison

Condition Immunities Poisoned

Senses Darkvision 60 ft., Passive Perception 8

Languages Understands the languages it knew in life but can't speak

CR 1

Traits

Curse of the Husk. A Humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn.

Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it must make a Constitution Saving Throw with a DC of 5 plus the damage taken, unless the damage is Radiant or from a Critical Hit. On a success, the zombie drops to 1 Hit Point instead.

Actions

Multiattack. The zombie makes two Claw attacks. For each of these attacks that reduces a creature to 0 Hit Points, the zombie can make an additional Claw attack.

Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.

Burst (Husk Zombie Burster Variant). The zombie explodes and is destroyed. Each creature within 5 feet of it must make a DC 12 Constitution Saving Throw, taking 14 (4d6) Poison damage on a failed save, or half as much damage on a successful one. A Humanoid creature killed by this damage rises as a husk zombie after 1 minute.