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This week we look at a monster designed to fulfill one of my favorite tropes in fantasy fiction and gaming: the zombie walking around with a with the weapon that killed it still sticking out,
And because it’s fun for the PCs to pull out that weapon and use it to kill the zombie again, I gave it a powerful disarm attack to encourage just such a scenario.
Weapon-Binding Zombie
The corpse lurches toward you. His flesh is pale, and a vicious looking weapon is still lodged in his head.
Weapon-binding zombie arise from corpses when the weapon used to kill them in life lies abandoned still within them. They are stronger and tougher than typical zombies, but nor more intelligent. Unless controlled by a powerful necromancer, most lash out an any living creature they perceive.
Dark Creation. Weapon-binding zombies sometimes rise spontaneously from corpses that still bear weapon that killed them. This is more likely in places with strong necrotic magic, or if the bound weapon was magical. Vile necromancers have also discovered that they can intentionally create weapon-binding zombies by ritually preparing a weapon, then using it to murder their victim, and animate their corpse.
Walking Treasure Chest. Because magic weapons are more like to cause weapon-binding zombies to rise spontaneously, battlefield scavengers have come to see them as a sign of valuable plunder.
Weapon-Binding Zombie Medium humanoid, neutral evil
Armor Class 8
Hit Points 85 (10d8+40)
Speed 20 ft.
STR 18 (+4) DEX 6 (-2) CON 19 (+4) INT 3 (-4) WIS 6 (-2) CHA 5 (-3)
Saving Throws Wisdom +0
Immunities poison; poisoned
Senses darkvision 60 feet, passive Perception 8
Languages understands Common but can’t speak
Challenge 2 (450 XP) Proficiency Bonus +2
Traits
Blade in the Head. Weapon-binding zombies animate with the weapon that killed them still embedded in them. As an interaction, a creature within 5 feet can attempt to pull the weapon out by making a DC 14 Strength check.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Weapon Bind. When a melee or thrown weapon scores a critical hit against the zombie or reduces it to 0 hit points (before applying Undead Fortitude), that weapon becomes lodged in the zombie’s body. A character can use an interaction to pull the weapon free with a DC 14 Strength check.
Actions
Multi-Attack. The zombie makes two slam attacks.
Slam.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 4 bludgeoning damage.
Disarming Slam.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3d6 + 4 bludgeoning damage and the target must make a DC 14 Strength saving throw. If they fail, one weapon the target was holding is knocked up to 30 feet away.
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