Withered

Level 5
Creature· evilMediumLegacy
AC
22
HP
80
Speed
35 ft.
Perception
+11
Fort
+11
Ref
+13
Will
+9
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses vitality 5
Languages common, necril
Senses darkvision
Skills athletics +14, stealth +13, deception +9, intimidation +9
Recall Knowledge DC 20 (religion)

Attacks

Melee Shortsword +14 (agile, versatile-s), Damage 1d6+9 piercing
Melee Dagger +14 (agile, versatile-s), Damage 1d4+9 piercing
Melee Fist +14 (unarmed), Damage 1d8+7 bludgeoning
Melee Dagger +13 (agile, thrown 10 ft., versatile-s), Damage 1d4+9 piercing

Abilities

Slowinteraction

A withered is permanently Slowed 1 and can't use reactions.

Void Healing
Sneak Attack

The withered zombie deals an additional 2d6 precision damage to Off-Guard creatures.

Sudden Surge

Trigger The husk zombie's turn begins


Effect The withered has a sudden burst of speed. They are Quickened this turn and can use the extra action only to Stride or Strike. If the withered's first action this turn is a melee Strike, the target is Off-Guard against the attack.

The withered can't use Sudden Surge for .

If a husk zombie survives for several years, their body continues to dry out, their flesh hardens, and their eyes turn into pale, glowing orbs set deep into otherwise empty sockets. Known as the withered, these zombies are cunning, capable of forming complex plans and even setting traps utilizing their less-intelligent brethren to lure the unsuspecting into deadly ambushes.


Simple to create and varied in purpose, these shambling undead are often used for their strength and endless stamina to conduct boring, repetitive tasks.