Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
the languages it knew in life
Resistances & Immunities
Traits
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
Life Drain
+6 to hit, reach 5 ft (1.5 m). Hit: 1d6+3 necrotic damage.
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.
Multiattack
The lord zombie makes two slam attacks. It can use its Life Drain in place of one slam attack.
Slam
+6 to hit, reach 5 ft (1.5 m). Hit: 1d8+3 bludgeoning damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Legendary Actions
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.
About Lord Zombie
Lord Zombie is a medium undead with a Challenge Rating of 5. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 15 and possesses 82 hit points (derived from 11d8+33).
Lord Zombie has communication capabilities including the languages it knew in life. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Lord Zombie
2 tips available
GM Tips: Using Lord Zombie
When using Lord Zombie in your D&D 5e campaign, consider these tactical approaches:
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Significant Threat: Challenging for parties of levels 5-10
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Epic Potential: Consider legendary actions for memorable battles
Player Guide: Facing Lord Zombie
2 strategies available
Player Guide: Facing Lord Zombie
When your party encounters this creature, keep these strategies in mind:
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Significant Threat: Prepare spells and resources
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Team Coordination: Coordinate attacks and defenses
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 5.
Solo Encounter:
A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 3,000 XP
- Hard: 4,500 XP
- Deadly: 6,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Lord Zombie?
- Lord Zombie has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
- What type of creature is Lord Zombie?
- Lord Zombie is a Medium Undead, which affects how certain spells and abilities interact with it.
- What languages does Lord Zombie speak?
- Lord Zombie can communicate in the languages it knew in life.
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