Large Undead, Chaotic Evil
Armor Class 17 Natural armor
Hit Points 92 (5d12 + 32)
Speed 15 ft., The zombie lord has a better stance than other zombies as it has become one with its undead body.
STR
24 (+7)
DEX
17 (+3)
CON
26 (+8)
INT
7 (-2)
WIS
13 (+1)
CHA
7 (-2)
Saving Throws STR +11, CON +12, WIS +5
Skills Intimidation +8
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Poisoned
Senses Darkvision 60 ft., Unknown The Zombie King detects living beings and undead. This sense is used at all times in addition to normal vision but not dark vision., Passive Perception 13
Languages Undercommon Undercommon
Challenge 11 (7,200 XP)
Proficiency Bonus +4
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 instead.

Magical weapons. The attacks of the Zombie king are magical.

Soul eater: If the Zombie king kills a creature, it eats its soul and regains hit points equal to a third of the hit points maximum of the creature +( 2d8+2 )

Actions

Multiattack: the Zombie Lord makes three attacks: one with with his sword and two slam attacks or use his call monsters if it can.

Sword of Zombies. Melee Weapon Attack: +5 to hit reach 10 ft, one target. Hit:  8 (1d12 +3) and 3 (1d6) necrotic damage.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7(1d8+ 3) bludgeoning damage + 3 (1d6 necrotic) damage.

Call monsters (1/day)  the Zombie lord creates:  2d6 zombies or 2d4 ogre zombies or 1 beholder zombie, the summoned monsters are under the control of the zombie lord until zombie lord stops concentrating.

Description

Undead zombie kings move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay, and will stop at nothing to elliminate any tresspasers in it's lair.

 Zombie kings are mostly found at the top of their lair feasting on older victims that came by their lair.

Lair and Lair Actions

On innititive count 20 or as an action the zombie king can take a lair action from the ones down below:

 

The lair trembles, all creatures hostile to the Zombie King must take a DC 13 CON or knocked prone.

Gaz poures from the sides of the lair, all non-undead creatures  must take a DC13 CON saving throw or be poisoned.

Previous Versions

Name Date Modified Views Adds Version Actions
8/29/2019 12:09:39 PM
5
0
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Coming Soon
6/29/2020 12:20:12 PM
135
6
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Coming Soon

Monster Tags: Demon Lord

Habitat: UnderdarkUrban

Imeral_killer_of_monsters

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