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Lord Zombie

Size
Medium
Type
Undead
Challenge Rating
5
Source
Creature Codex
Alignment
Neutral-Evil
Armor Class
15
Speeds
30
Walking Speed
30
Strength Score
16
Dexterity Score
14
Constitution Score
16
Intelligence Score
10
Wisdom Score
13
Charisma Score
15
Saving Throws
Constitution, Wisdom
Skill Proficiencies
Perception
Vision
Darkvision (60ft)
Languages Ref
the languages it knew in life
Hit Points
82
Condition Immunities
Exhaustion 1, Poisoned
Resistances
Resistant to Non-Magical Damage, Immune to Necrotic Damage, Immune to Poison Damage

Medium undead, neutral evil


Armor Class 15 (natural armor)

Hit Points 82 (11d8+33)

Speed 30 ft.


STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)

Saving Throws Con +6, Wis +4

Skills Perception +4

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silver

Damage Immunities necrotic, poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 14

Languages the languages it knew in life

Challenge 5 (1,800 XP)

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.

Actions

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

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) 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.

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.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.