Medium Undead, Neutral Evil
Armor Class 13
Hit Points 22 (3d8 + 9)
Speed 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
18 (+4)
INT
14 (+2)
WIS
11 (+0)
CHA
5 (-3)
Saving Throws CON +8, WIS +4
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Any languages it knew in life
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Undead Fortitude. If damage reduces the undead to 0 hit points, it must make a Constitution saving throw with a DC of 1 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Turning Defiance. The zombie lord and any zombies within 30 feet of it have advantage on saving throws against effects that turn undead.

Legendary Resistance (1/Day). If the zombie lord fails a saving throw, it can choose to succeed instead.

Actions

Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 4 (1d8) poison damage.

Mass Raise Undead (recharge 5-6). The zombie lord targets five humanoid corpses and makes each one raise as zombie, under it's control.

Dead Bolt. Ranged Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 4 (1d8) posion damage plus 3 (1d6) necrotic damage.

Reactions

Impower Fortitude. when a zombie within 60 feet of the zombie lord, uses it's undead fortitude feature the zombie lords gives adavantage on it on the saving throw.

Legendary Actions

The zombie lord can take 2 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. The zombie lord regains spent legendary actions at the start of its turn.

Lesser Raise. The zombie lord targets a dead zombie and raises it with only 1 hit point and it ignore its undead fortitude feature until the start of the zombie's next turn.

Lair and Lair Actions

A zombie lord often haunts abandoned places, such as a forgotten crypte, or an graveyard.

Everything about a zombie lord’s lair reflects it's obsession of the undead, including the magic and mundane traps that secure it. Zombies and other undead, emerging to destroy those who dare to disturb the zombie lord’s work.

A zombie lord encountered in its lair has a challenge rating of 11 (7,200 XP).

 

Lair Actions

On initiative count 20 (losing initiative ties), the zombie lord can take a lair action to cause one of the following magical effects; the zombie lord can’t use the same effect two rounds in a row:

  • The zombie lord targets a dead zombie and rolls a d6, on a 6 the zombie comes back with half it's hit points.
  • The zombie lord targets a creature within 60 feet of it, undead arms come out the ground, the ceature must make a succeed on a DC 13 dexterity saving throw or be grappled (DC 10 strength to escape).
  • The zombie lord targets a creature at 0 hit points, it must succeed on a DC 15 consitution saving throw or add a death saving throw fail, if the target dies because of this it turns into a zombie under the zombie lords control

Regional Effects

The region containing an aboleth’s lair is warped by the creature’s presence, which creates one or more of the following effects:

  • Corpses within 1 mile of the zombie lord’s lair will decay 10 times slower than normal.
  • The zombie lord can talk trough any zombie  within half a mile of the zombie lord's lair.

Monster Tags: undead

Habitat: Urban

lordfatlabrador

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