Easy fight when you've got the resists and can get everyone to pay attention. The trick here is that without any legs, Zebrun is incredibly slow.
You want to pull this mob to either end of the courtyard as there are going to be some large jousts involved. We pull him just outside the most northern door of his shed and turn him once he's cleared line of sight.
Position the raid south-east of the named at max range, leading off in the direction you're going to be jousting (north/south).
Mob has a buff that increments to 10, dealing more damage as it does. Melee DPS can be in closer until about 5 but after you're really going to need strong heals to keep them up. Not a ton of HP on this guy, so we usually just play it safe. At 10 increments, the mob emotes and can no longer be tanked at it will deathtouch anyone with agg in range. Also, radiating damage of Decomposing Stench is hitting at its hardest.
To avoid this, have the raid joust to the opposite end of the courtyard. At 10 increments, there is an emote, and the mob CANNOT be tanked. Shortly after, a debuff comes in on the raid called Running Scared. It deals damage based on the distance you are from where you were when it landed on you.
To master the joust, the trick here is waiting until 9, not 10. At 9, have the entire raid force joust as far due south as they can get, maintaining formation as they go. When the emote comes in about reaching 10, STOP!
Trigger to call raid stop (also the trigger for when tanks cannot hold the named):
<Trigger R="WATCHOUT! Zebrun" SD="STOP" ST="3" CR="F" C="AoM: Castle Highhold: No Quarter" T="F" TN="" Ta="F" />
You still have a few seconds until Running Scared lands, so MT should use this time to continue moving further south, increasing the time it takes for the mob to reach him and also positioning the mob so thats its back is already to the raid force and you're in position for the next joust. When Running Scared hits, everyone should already be in position and the named will probably still be dragging himself along the floor.
The named will green text emote when it is safe to be tanked again but a long enough joust generally provides the time needed. If not, have your tank wait for Running Scarred to drop, then kite the mob around the raid, re-positioning the RAID, not the named, as his slowness makes it difficult to get him where you want him in time.
Repeat moving north/south as needed.