b'Zuvembie \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  15 (natural armor) \n'b' Hit Points  136 (21d8 + 42) \n'b' Speed  30 ft.\n'b' STATS STR: 13 (+1) DEX:  14 (+2)  CON:  14 (+2)  INT:  18 (+4)  WIS:  14 (+2)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +7,  Cha  +6 \n'b' Skills   Arcana  +7,  Stealth  +5 \n'b' Damage Immunities  poison \n'b' Condition Immunities   exhaustion ,  poisoned  \n'b' Senses   darkvision  60 ft., passive  Perception  12 \n'b' Languages  Common (can\xe2\x80\x99t speak) \n'b' Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The zuvembie\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 14). It can innately cast the following spells, requiring no material components: \n'b'\n'b'  3/day each :  animate dead ,  darkness ,  ray of enfeeblement  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The zuvembie makes two attacks: one with its axe and one with its claw. \n'b'  Axe .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d10 + 1) slashing damage. \n'b'  Claw .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d10 + 1) slashing damage plus 21 (6d6) necrotic damage. \n'b'  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\xe2\x80\x99t 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\xe2\x80\x99s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this zuvembie\xe2\x80\x99s call for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Tied to the dark forces of nature and unholy magic, zuvembies employ fear and the wild creatures of the land to take their vengeance upon the living. Zuvembies appear to be withered, animate corpses but possess ruthless minds and blasphemous vigor. Revenge fuels a zuvembie, a hatefulness directed toward those who wronged it in life. Yet even when the last one who maligned it lies dead, its rage remains, turning against all who live, especially the relatives of the target of its original hate. Most zuvembies willingly performed the vile rituals to attain vengeance through unlife, but the transformation can also be wrought upon a helpless victim.'