Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Undead Fortitude: If damage reduces the demigod 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 demigod drops to 1 hit point instead.
Multiattack. The Zombie Demigod makes two attacks with its slam.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) necrotic damage.
Divine Smite. The Zombie Demigod infuses its slam attack with divine energy, dealing an extraHit: 18 (4d8) radiant damage on a hit. The demigod can use this ability up to three times per day.
Soul Drain Recharge 4-6 1d6. Ranged Spell Attack: +9 to hit, reach 120 ft., one target. Hit: 28 (8d6) necrotic damage. The target must make a DC 16 Constitution saving throw or have its maximum hit points reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the target finished a long rest. The Zombie Demigod then heals by an amount equal to the necrotic damage dealt.
Unholy Aura. The Zombie Demigod emits an aura of dark energy in a 30-foot radius around it. Any creature in the aura that attempts to cast a spell must make a DC 16 Wisdom saving throw or the spell fails and is wasted. The aura remains active until the Zombie Demigod dismisses it as a free action or until it fails a concentration check.
Chill of the Grave. The temperature in the area drops suddenly and painfully cold. Each creature in the area must make a DC 16 Constitution saving throw or take 11 (2d10) cold damage and have its speed halved until the end of its next turn.
Necrotic Miasma. The Zombie Demigod unleashes a could of noxious, necrotic energy in a 20-foot radius around it. Any creature in the area must make a DC 16 Constitution saving throw or take 11 (2d10) poison damage and be poisoned until the end of its next turn.
Slam. The Zombie Demigod makes one slam attack. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) necrotic damage.
Divine Blast (Costs 2 Actions). The Zombie Demigod unleashes a burst of divine energy in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw or take 22 (4d10) radiant damage or half as much damage on a success.
Foul Curse (Costs 3 Actions). The Zombie Demigodtargets on creature within 60 feet of it. The target must make a DC 16 Constitution saving throw or be cursed for 24 hours. While cursed, the target takes 5 (1d10) necrotic damage at the start of each of its turns, and any healing it receives is halved. The curse can only be lifted with a remove curse spell or similar magic.
The Zombie Demigod can take 3 legendary actions per turn, 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 Demigod regains spent legendary actions at the start of its turn.
Frost of Death: The demigod unleashes a blast of freezing cold air in a 20-foot radius around itself. Each creature in that area must make a DC 16 Dexterity saving throw or take 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.
Stigmata Spray: The demigod sprays black blood from stigmata wounds at all creatures within a 30-foot radius. Each creature must make a DC 16 Constitution saving throw or take 22 (4d10) poison damage on a failed save and is poisoned for 1 hour. On a successful save, the creature takes half as much damage and isn't poisoned.
Curse of Death: The demigod curses one creature it can see within 60 feet of it. The target must make a DC 16 Wisdom saving throw or have disadvantage on all attack rolls, ability checks and saving throws for 1 minute. Aditionally, at the end of each of its turns, the cursed creature must make a DC 16 Constitution saving throw or take 11 (2d10) necrotic damage.
The Zombie Demigod can take 3 Mythic actions per day, 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 Demigod regains spent Mythic actions after a long rest.
Description
The Zombie Demigod is a medium sized humanoid comprised of decaying flesh and bone. Its once-majestic form is now twisted and distorted, with ragged scraps of vestments clinging to its frame. Its glowing eyes burn with an unnatural fire, and its very presence exudes an aura of death and decay. This creature is a dark mockery of divine power, an abomination against the natural order.
Lair and Lair Actions
Chill of the Grave. The temperature in the area drops suddenly and painfully cold. Each creature in the area must make a DC 16 Constitution saving throw or take 11 (2d10) cold damage and have its speed halved until the end of its next turn.
Necrotic Miasma. The Zombie Demigod unleashes a could of noxious, necrotic energy in a 20-foot radius around it. Any creature in the area must make a DC 16 Constitution saving throw or take 11 (2d10) poison damage and be poisoned until the end of its next turn.
Cursed Ground. The ground within a 20-foot radius of the Zombie Demigod becomes cursed. Any creature that starts its turn on the cursed ground must make a DC 16 Wisdom saving throw or be cursed for 24 hours, as per the Foul Curse legendary action.
Lair Actions
On initiative count 20 (losing initiative ties), the Zombie Demigod takes a lair action to cause one of the following effects; the zombie Demigod can’t use the same effect two rounds in a row:







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Posted Oct 21, 2025Pretty amazing!!! I tried making a monster, but it failed, and this is the PERFECT substitute! =D