Medium Undead, Chaotic Evil
Armor Class 18 Plate
Hit Points 98 (14d8 + 40)
Speed 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
15 (+2)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws CON +6, WIS +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Exhaustion, Poisoned
Senses Darkvision 30 ft., Passive Perception 10
Languages Common Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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 in stead.

Legendary Resistance (3/day). If the lord fails a saving throw, it can choose to succeed instead.

Stench. Any non-undead creature that starts its turn within 30 feet of the lord must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the lord’s Stench for 24 hours.

Undead Nature. The lord zombie doesn’t require air, food, drink, or sleep.

 

Actions

Multiattack. The Zombie Overlord makes two slam attacks. It can use its Life Drain in place of one slam attack.

SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 8) bludgeoning damage.

Life DrainMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 20 (4d8 + 4) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the lord’s control, unless the humanoid is restored to life or its body is destroyed. The lord can have no more than twenty zombies under its control at one time.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The zombie lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

Shambling Hordes. The overlord telepathically commands all zombies it controls within 1 mile to immediately move up to half their speed. A zombie that moves out of an enemy’s reach because of this movement doesn’t provoke an opportunity attack.

Life Drain (Costs 2 Actions). The overlord makes a life drain attack.

Arise (Costs 3 Actions). The overlord targets a humanoid corpse within 30 feet, which rises as a zombie under the lord’s control.

Description

Unlike shuffling, mindless specimens of zombie, Zombie Overlords retain their personality and memories. The Overlord's mind is twisted with jealousy and obsession for the things it left unfinished in life.

Spreading Corruption. Zombie Overlords spread a constant wave of necrosis into the world around them. Even long-dead corpses quicken to the Overlord's call. The creatures are regularly accompanied by legions of zombies and often wander. 

Habitat: ForestSwampUnderdark

Jeffafa_69_420b

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