Lord Zombie

Medium undead (zombie), Neutral Evil

Armor Class

15 (natural armor)

Hit Points

82 (11d8+33)

Speed

walk 30 ft.

Saves

Con +6, Wis +4

Skills

Perception +4

Damage Resistances

bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

necrotic, poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Languages

The languages it knew in life

Challenge

5

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. 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.

Legendary actions

Legendary Actions (4/Turn)

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.

Options

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.