Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Axe
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) slashing damage.
Action
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) slashing damage plus 21 (6d6) necrotic damage.
Action
Corpse Call
Zuvembies cannot speak, but their strange calls and whistles captivate the minds of those who hear them. Every living creature within 100 ft. of the zuvembie that can hear the call must succeed on a DC 15 Wisdom saving throw or be charmed until the call ends. The zuvembie must take a bonus action on its subsequent turns to continue calling creatures. It can stop the call at any time. The call ends if the zuvembie is incapacitated. While charmed by the zuvembie, a target is incapacitated and ignores the call of other zuvembies. If the charmed target is more than 5 ft. away from the zuvembie, it must move on its turn toward the zuvembie by the most direct route. It doesn't avoid Opportunity Attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the zuvembie, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this zuvembie's call for the next 24 hours.
Action
Multiattack
The zuvembie makes two attacks: one with its axe and one with its claw.
Special
3/day each
animate dead, darkness, ray of enfeeblement
Special
Innate Spellcasting
The zuvembie's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Channel|Resistance|Corpse Call
You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Special
|Channel|Resistance|Corpse Call
Zuvembies cannot speak, but their strange calls and whistles captivate the minds of those who hear them. Once per day, a zuvembie may call out, and all living creatures with an Intelligence score of 3 or higher within a 100-foot spread must succeed at a Spell save or move toward the zuvembie using the most direct means possible. If this path leads them into a dangerous area such as through fire or off a cliff, the creatures receive a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves.
Special
|Channel|Resistance|Corpse Call
A victim within 5 feet of the zuvembie simply stands and offers no resistance to the zuvembie's attacks. This effect continues for as long as the zuvembie continues its call as a standard action each round. This is a sonic mind-affecting charm effect, and has no effect on deaf creatures.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Ability Focus (corpse call)
Action
Feat 2
Dodge
Action
Feat 3
Toughness
Action
Melee 1
battleaxe +4 (1d8+1/×3)
Action
Melee 2
claw -1 (1d4) or 2 claws +4 (1d4+1)
Special
1/day
animate dead, ray of exhaustion, summon (level 3, 1d3 bat or bird swarms [use the same stats], 1d2 constrictor snakes, 1d3 venomous snakes, or 1d4 wolves)
Special
3/day
ghoul touch, scare (DC 14)
Special
At will
darkness