Medium Undead, Neutral Evil
Armor Class 23 Enchanted Robes
Hit Points 250 (20d12 + 40)
Speed 25 ft.
STR
16 (+3)
DEX
14 (+2)
CON
19 (+4)
INT
15 (+2)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws CON +7, WIS +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Poisoned
Senses Passive Perception 17
Languages Only languages it knew in life.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits
  • 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 Fortitude. If damage reduces the lord to 0 hp, 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 lord drops to 1 hp instead.
  • Undead Nature. The lord zombie doesn’t require air, food, drink, or sleep.

 

Actions

Actions

  • Multiattack. The Lord Zombie makes two slam attacks. It can use its Life Drain in place of one slam attack.
  • SlamMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 5) bludgeoning damage.
  • Life DrainMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (1d12 + 6) 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
  • When a zombie is killed within 100 feet of the Zombie Lord, the Zombie Lord can roll a 1d12 hit die to regain lost health.
  • When a zombie is killed within 100 feet of the Zombie Lord, the Zombie Lord can roll a 1d6 to determine how many zombies can rush forward half of their base movement speed.
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 lord 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 lord makes a life drain attack.
  • Arise (Costs 3 Actions). The lord targets a humanoid corpse within 30 feet, which rises as a zombie under the lord’s control.

Description

The Zombie Lord is a zombie who has been brought back by a necromancer to lead lesser zombies under its command. It has its old memories and despises all living things knowing that it can never have that life again. They can command lesser zombies and cause them to go into a frenzy.

Previous Versions

Name Date Modified Views Adds Version Actions
4/24/2023 3:42:00 PM
6
0
1
Coming Soon

Monster Tags: undead

spcjoker91f

Comments

Posts Quoted:
Reply
Clear All Quotes