Zombie Lord
Although permanently slowed, this undead monstrosity can spell the end to an unprepared group. Killing one of these is considered an exceptional feat of strength and usually will net an action point.
Zombie Lord
Large Natural Animate
Level 4 Solo Brute XP 700
| HP 256; Bloodied 128 | Initiative +6 |
| AC 16, Fortitude 16, Reflex 11, Will 12 | Perception +4 |
| Speed 2 | darkvision |
| Immune disease, poison, sleep; Vulnerable 5 fire | |
| Saving Throws +5; Action Points 2 | |
Traits
Zombie Regeneration (healing)
Aura 10
The zombie lord regenerates 1 hit point per zombie in the aura (minimum 1). If the zombie lord takes acid or fire damage, the regeneration ceases to function until the end of the next turn.
Zombie Weakness
Any critical hit automatically reduces a zombie lord by its bloodied value and deactivates regeneration.
Zombie Strength
A zombie gets a cumulative +1 bonus to attack rolls and damage for each other zombie adjacent to the target.
Standard Actions
Smash
At-Will
Attack: Melee 2 (one creature); +9 vs. AC
Hit: 2d8 + 6 damage and the target is either pushed 2 or knocked prone.
Effect: If used on a charge, the zombie lord moves its speed + 2.
Forceful Grab
At-Will
Attack: Melee 2 (one creature); +7 vs. Reflex
Hit: the target is pulled 1, knocked prone and grabbed (until escape). Checks made to escape the zombie's grab take a -5 penalty. The target cannot get up from prone until escape.
Thrash
At-Will
Attack: Close Burst 2 (creatures in burst); +7 vs. Fortitude
Hit: 1d10 + 6 damage and the target is pushed 1 square.
Hurl Object
At-Will
Attack: Ranged 10 (one creature); +9 vs. AC
Hit: 2d8 + 6 damage and the target is knocked prone.
Triggered Actions
True Rise Again
Encounter
Trigger: the first time reduced to 0 hit points and not caused by acid or fire
Effect:(2) At the start of the zombie's next turn, as a move action it stands and gains its bloodied value in hit points.
Skills
Str 18 (+5) Dex 9 (+0) Wis 10 (+1)
Con 14 (+3) Int 2 (+-3) Cha 3 (+-3)
Alignment Unaligned Languages
Equipment: