b'Zombie, Lord \n'b'  Family:   Zombies  \n'b' The cold white gleam in the glassy eyes of the noble in faded finery burns with evil, and its skin has the ashen pallor of the undead. \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  82 (11d8 + 33)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  14 (+2)  CON:  16 (+3)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +6,  Wisdom  +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) \n'b' Special Traits \n'b'   Legendary Resistance (3/day) . If the lord fails a saving throw, it can choose to succeed instead. \n'b'  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\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the lord\xe2\x80\x99s Stench for 24 hours. \n'b'  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. \n'b'  Undead Nature . The lord zombie doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Actions \n'b'   Multiattack . The lord  zombie  makes two slam attacks. It can use its Life Drain in place of one slam  attack . \n'b'  Slam .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) bludgeoning damage. \n'b'  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\xe2\x80\x99s 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. \n'b'  Legendary Actions \n'b' 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\xe2\x80\x99s turn. It regains spent  legendary actions  at the start of its turn. \n'b'   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\xe2\x80\x99s reach because of this movement doesn\xe2\x80\x99t provoke an opportunity  attack . \n'b'  Life Drain (Costs 2 Actions) . The lord makes a life drain  attack . \n'b'  Arise (Costs 3 Actions) . The lord targets a humanoid corpse within 30 feet, which rises as a  zombie  under the lord\xe2\x80\x99s control. \n'b'  About \n'b' Unlike shuffling, mindless specimens of zombie, lord zombies retain their personality and memories. The lord\xe2\x80\x99s mind is twisted with jealousy and obsession for the things it left unfinished in life. \n'b'  Corrupted Death . A figure of strong will who dies in a place infused with necrotic energy can draw the corruption into itself and rise as a terrifying lord zombie. More tragically, sometimes resurrection magic goes awry, and the victim returns as a nexus of undeath. \n'b'  Spreading Corruption . Lord zombies spread a constant wave of necrosis into the world around them. Even long-dead corpses quicken to the lord\xe2\x80\x99s call. The creatures are regularly accompanied by legions of zombies and often lair in cemeteries.'