Zombie Boss (5e Creature)
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Titanic undead, neutral evil
Saving Throws Wis +5
Immensity. The zombie can move through the space of a creature or object of Gargantuan size or smaller, and it does not treat such creatures as difficult terrain. If the zombie moves through a creature's space, the creature must make a DC 26 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.
Legendary Resistance (4/Day). If the zombie fails a saving throw, it can choose to succeed instead.
Siege Monster. The zombie deals double damage to objects and structures.
Turn Immunity. The zombie is immune to effects that turn undead.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC equal to half the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Multiattack. The zombie boss can use its Frightful Presence. It then makes two attacks.
Slam. Melee Weapon Attack: +21 to hit, reach 30 ft., one target. Hit: 120 (20d10 + 10) bludgeoning damage.
Throw Rubble. Ranged Weapon Attack: +21 to hit, range 120/240 ft., one target. Hit: 80 (20d6 + 10) bludgeoning damage, and the target is pushed back 60 feet and knocked prone.
Frightful Presence. Each creature of the zombie's choice within 600 feet of it and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the zombie's Frightful Presence for the next 24 hours.
A zombie boss is a very, VERY large zombie, standing 500-700 feet in height and weighing about 75,000 tons.
Undead Nature. A zombie boss doesn't require air, food, drink, or sleep.