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Zombie LordCreature 4

Source Pathfinder Book of the Dead
Perception +13 (darkvision)
Languages Common, Necril
Skills Athletics +10, Religion +13, Stealth +10
Str +4, Dex +4, Con +3, Int +1, Wis +5, Cha +2

AC 20; Fort +11; Reflex +10; Will +13;
HP 80 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Positive 5, Slashing 5

Scythe One Action +12 (+7, +2) to hit (deadly d10, trip) 1d10+8 Slashing
Fist One Action +12 (+7, +2) to hit 1d8+8 Bludgeoning


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Command Zombie One Action (concentrate, divine, incapacitation, necromancy)

The zombie lord intones blasphemous words to gain control over a zombie they can see within 100 feet. A zombie that is mindless and not under someone else's control falls under their control automatically; otherwise, the zombie or its controller can attempt a DC 22 will save to avoid it being controlled (whichever has the higher modifier). The target zombie is temporarily immune for 24 hours if successful. The attempt fails if the zombie is the same level as the zombie lord or higher

The zombie remains controlled by the zombie lord until either is destroyed. A zombie lord can control up to 8 zombies at a time. If the zombie lord would control a number of zombies over this limit, they choose which to release.

Create Zombies (concentrate, divine, evil, necromancy)

A zombie lord can create lesser zombies with a 1-hour ritual. During this time, the zombie lord chants and performs an unholy dance over the corpses they intend to animate. Unlike normal rituals, this doesn't require a skill check or cost. At the end of this hour, the zombie lord can create one 1st- or 2nd-level zombie, or two zombies of level 0 or lower. These are automatically under the zombie lord's control and count toward the limit of Command Zombie. Any zombies created by the zombie lord still count toward the XP budget of an encounter normally.

Shamble Forth! One Action (concentrate, divine, necromancy)

Frequency once per round;

Effect Each zombie controlled by the zombie lord Strides 5 feet (or Burrows, Climbs, Flies, or Swims 5 feet if it has the corresponding movement type).

Divine Innate Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Chill Touch, Daze, Divine Lance
1st Level: Fear, Harm, Ray of Enfeeblement
2nd Level: Death Knell, Sudden Blight

Cunning zombie lords command their lesser kin, which they can use in unexpected ways. They have been known to direct or collaborate with husk and withered zombies, creating cells of intelligent zombies hiding within the ranks of mindless undead.

Simple to create and varied in purpose, these shambling undead are often used for their strength and endless stamina to conduct boring, repetitive tasks.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.