Withered

Level 5
Creature· evilMediumLegacy
AC 22
HP 80 (void healing)
Speed 35 ft.
Fort +11
Ref +13
Will +9
Perc +11
Size Medium
Common
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 religion DC 20

Attacks

Melee Shortsword +14/+10/+6(agile, versatile S)
Damage: 1d6+9 piercing
Melee Dagger +14/+10/+6(agile, versatile S)
Damage: 1d4+9 piercing
Melee Fist +14/+9/+4(unarmed)
Damage: 1d8+7 bludgeoning
Melee Dagger +13/+9/+5(agile, thrown 10 ft., versatile S)
Damage: 1d4+9 piercing

Abilities

Slowinteraction

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

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Sneak Attackoffensive

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

Sudden Surgeoffensive

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 1d4 rounds.

Description

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.