Most cities take great pride in arena combat, but few follow the ancient tradition of bullfighting. These battles once pitted expert fighters against prized bulls in fights to the death – all to the cheers of a massive audience.
That all changed upon the discovery of sentient animals. Suddenly the general public became repulsed with the idea of bullfighting, opting to follow other forms of entertainment instead. In a last-ditch effort to save their businesses, some arenas hired necromancers to reanimate and empower bull corpses. This side-stepped any pesky ethical problems while creating a brand-new market for arena combat.
Outside of a few occasions where the undead have escaped their pens, the move has been fairly successful. Many patrons take great pride in “grooming” their bulls to be both effective and theatrical in combat, adding bone armor or arcane symbols for visual effect.
And when a fan-favorite bull such as Zomb the Unholy is killed? There are usually enough profits to make resurrecting the beast a mere inconvenience. After all, what’s the problem with killing animals for entertainment when they’re already dead?
Don’t bother answering if you’re a Lawful Good Cleric. Nobody cares what you think.
Do you want a miniature of this Beastie? Well, this Annis artwork is provided by the folks at ArcKnight, who produce Flat Plastic Miniatures and other RPG supplements. You’ll get one if you order ArcKnight’s Ancient Evils set!
Medium undead, unaligned
Armor Class 14 (natural armor)
Hit Points 136 (16d8 + 32)
Speed 30 ft.
STR 17 (+3) DEX 16 (+3) CON 18 (+3) INT 10 (+0) WIS 14 (+2) CHA 10 (+0)
Saving Throws Int +3, Wis +5, Cha +3
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Proficiency Bonus +3
Challenge 5 (1,800 XP)
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.
Charge. If the bull moves at least 20 feet straight toward a target, and then hits it with a slam attack on the same turn, the target takes an extra 4 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
If the bull moves at least 20 feet straight toward a target, and then hits it with a impale attack on the same turn, the target takes an extra 6 (1d10) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be impaled by its horn. Treat impaled characters as restrained until they can be removed with another saving throw, or a skill check from another character.
Multiattack. If the bull succeeds at a slam attack and knocks its target prone, it may immediately make a trample attack against the same creature.
Impale. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage.
Trample. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 12 (2d8 + 3) bludgeoning damage. The target of a successful trample attack remains prone until it makes a successful DC 14 Dexterity saving throw or successfully disengages from combat with the bull.