KING
Zombie Lord

Zombie Lord

Undead · Crown of Domination

T3d8Major

Intelligent undead commanders, zombie lords raise and direct the dead, plotting from shadowed crypts.

Tier 3  ·  Role Major  ·  Pool Vigor 5 / Vitality 6  ·  AC 12  ·  ATK +4  ·  Save DC 15  ·  Dmg d8

AC1213 base - 1 Sense
Vigor5Tier + Heart mod, regenerates
Vitality62 x Tier
Move30 ft
Initiatived8 + d6rerolled each round
Attack+4d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit17+Cunning 16
StatScoreModDie
Body18+4d8
Mind16+3d6
Sense8-1-d3
Heart14+2d4
Cunning16+3d6
Fate16+3d6

Passives

Passive

Zombie Master

Immune to poison and disease and does not breathe; it fights to the death rather than flee. Zombie minors within 60 ft cannot be turned while the lord stands, and when it is destroyed every zombie it commands collapses at the end of the round.

Maneuvers

Maneuver

Raise Dead

Two corpses within 60 ft claw upright as zombie minors under the lord's command, acting on its initiative.

Maneuver

Death Burst

One zombie it commands within 30 ft bursts in a spray of grave-rot. Each creature adjacent to it makes a Body save (DC 15); on a failure it takes 3 damage, on a success 1 Vigor damage. The zombie is destroyed.

Reactions

Reaction

Meat Shield

When hit by an attack, an adjacent zombie lurches into the blow and takes the hit instead.

Tactics

GM tactics

Commands zombie hordes from the back line. Uses Raise Dead to maintain numbers. Bursts a zombie with Death Burst when enemies crowd it. Shoves a zombie into any blow aimed at itself with Meat Shield. Fights on even when its horde is spent.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • Crits on a natural 17+ (Cunning 16).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.