15 (natural armor)
82 (11d8+33)
walk 30 ft.
Con +6, Wis +4
Perception +4
bludgeoning, piercing, slashing from nonmagical weapons
necrotic, poison
exhaustion, poisoned
darkvision 60 ft.
The languages it knew in life
5
If the lord fails a saving throw, it can choose to succeed instead.
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.
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.
The lord zombie makes two slam attacks. It can use its Life Drain in place of one slam attack.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 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.
The undead (zombie) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead (zombie) regains spent legendary actions at the start of its turn.
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.
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.
The lord makes a life drain attack.
The lord targets a humanoid corpse within 30 feet, which rises as a zombie under the lord's control.