Lord Zombie
Medium Undead, neutral evil (CR 5)Armor Class 15 natural armor
Hit Points 82 (11d8+33)
Speed 30 ft.
16 (+3)
14 (+2)
16 (+3)
10 (+0)
13 (+1)
15 (+2)
Skills perception 4
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge Rating 5
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.
sizeMedium
typeUndead
group
alignmentneutral evil
strength_save
dexterity_save
constitution_save6
intelligence_save
wisdom_save4
charisma_save
perception4
damage_vulnerabilities
damage_resistancesbludgeoning, piercing, and slashing from nonmagical attacks not made with silver
damage_immunitiesnecrotic, poison
condition_immunitiesexhaustion, poisoned
cr5
reactions
legendary_descThe 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.
legendary_actionsname: Shambling Hordes,desc: 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.
special_abilitiesname: Legendary Resistance (3/Day),desc: If the lord fails a saving throw, it can choose to succeed instead.,name: Stench,desc: 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.,name: Undead Fortitude,desc: 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.
spell_list
page_no26
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
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Creature Codex, page no. 26