Beholder Zombie

Large undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 0 ft., fly 20 ft. (hover)
STR
10 (+0)
DEX
8 (-1)
CON
16 (+3)
INT
3 (-4)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws Wis +2
Damage Immunities poison
Condition Immunities poisoned, prone
Senses darkvision 60 ft., passive Perception 9
Languages understands Deep Speech and Undercommon but can't speak
Challenge 5 (1800 XP)

Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.

Actions

Bite. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 16 (4d6 + 2) Piercing damage.

Eye Ray. The zombie randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d4; reroll if the zombie has already used that ray during this turn):

  1- Paralyzing Ray. Constitution Saving Throw: DC 14. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

  2- Fear Ray. Wisdom Saving Throw: DC 14. Failure: 13 (3d8) Psychic damage, and the target has the Frightened condition until the end of its next turn.

  3- Enervation Ray. Constitution Saving Throw: DC 14. Failure: 10 (3d6) Necrotic damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can't regain Hit Points. Success: Half damage only.

  4- Disintegration Ray. Dexterity Saving Throw: DC 14. Failure: 27 (5d10) Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. Success: Half damage. Failure or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.

Monster Manual

  1. DnD 5e Monsters › Beholder Zombie
Beholder Zombie