Zombie Clot

Huge undead,

Armor Class

12 (natural armor)

Hit Points

104 (11d12 + 33)

Speed

walk 40 ft.

Saves

Con +6

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, paralyzed, petrified, poisoned, stunned

Senses

darkvision 60 ft.

Languages

understands the languages it knew in life but can't speak

Challenge

6

Deathly Stench

Any creature that starts its turn within 10 feet of the zombie must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage and be poisoned until the start of the creature's 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 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Unusual Nature

The zombie doesn't require air, food, drink, or sleep.

Actions

Multiattack

The zombie makes two Slam attacks.

Slam

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Flesh Entomb (Recharge 5-6)

The zombie flings a detached clump of corpses at a creature it can see within 30 feet of it. The target must succeed on a DC 16 Strength saving throw or take 16 (3d10) bludgeoning damage, and if the target is a Large or smaller creature, it becomes entombed in dead flesh. A creature entombed in the dead flesh is restrained, has total cover against attacks and other effects outside the dead flesh, and takes 10 (3d6) necrotic damage at the start of each of its turns. The creature can be freed if the dead flesh is destroyed. The dead flesh is a Large object with AC 10, 25 hit points, and immunity to poison and psychic damage.