| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 18 | +4 | +9 |
| CON | 22 | +6 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 8 | −1 | −1 |
| CHA | 5 | −3 | −3 |
Undead Construct. The zombieborg doesn’t require air, food, drink, or sleep.
Necrotic Feedback Loop. Whenever the zombieborg would take necrotic damage, it instead regains half that amount of hit points.
Cyborg Regeneration. The zombieborg regains 15 hit points at the start of its turn if it has at least 1 hit point. This trait doesn’t function at the start of its next turn if it took fire or acid damage since the end of its last turn.
Remote Directive. The zombieborg has advantage on saving throws against being stunned, paralyzed, or frightened.
Multiattack. The zombieborg makes three attacks: two Claw attacks and one Bite attack.
Claw. Melee Attack Roll: +11, reach 5 ft. Hit: 17 (2d6 + 6) slashing damage plus 7 necrotic damage.
Bite. Melee Attack Roll: +11, reach 5 ft. Hit: 22 (2d10 + 6) piercing damage plus 7 necrotic damage.
Overdrive Assault (Recharge 5–6). The zombieborg makes two Claw attacks. If both hit the same creature, that target must succeed on a DC 18 Strength saving throw or fall prone. The zombieborg can then make one Bite attack against a prone creature.
Raging Maul (1/round). Trigger: The zombieborg is reduced to half its hit points or fewer.
Response: The zombieborg makes one Maul attack.
Maul. Melee Attack Roll: +11, reach 5 ft. Hit: 27 (2d10 + 6 piercing damage plus 2d8 + 6 slashing damage) plus 7 necrotic damage. The zombieborg gains 10 temporary hit points.
Description
The Zombieborg is not merely undead—it is refined death engineered for war. At a glance, it resembles a humanoid corpse encased in brutal, utilitarian plating. Its frame is reinforced with riveted metal slabs, its joints replaced with grinding mechanical hinges, and its torso split by seams of exposed machinery where rotting flesh has fused with iron.
Its movements are wrong.
Too fast. Too precise. Too deliberate for something dead.
Necrotic energy pulses through its body like a second circulatory system, glowing faintly through cracks in armor and empty eye sockets. When it moves, there’s a faint whirring beneath the wet sound of dead muscle—gears turning in tandem with tendons that should no longer function.
Its face is often partially intact, stretched over a reinforced skull, while the jaw has been replaced or augmented with metal—capable of crushing bone as easily as steel. When damaged, the creature doesn’t bleed normally; instead, dark ichor leaks out and is rapidly reabsorbed as its systems repair themselves.
Most disturbing of all:
The Zombieborg does not act on instinct.
It waits.
It tracks.
It executes.
Like a weapon awaiting command.
🧠 Behavior
Zombieborgs fight with terrifying efficiency. They do not roar, taunt, or hesitate. Every movement is calculated:
- They prioritize weakened targets
- They reposition constantly, seeking tactical advantage
- They show no fear, no pain response, no instinct for self-preservation
When idle, they often stand completely motionless—like discarded constructs—until suddenly activating with explosive speed.
Observers sometimes report a faint, rhythmic flicker in their eyes… as if receiving signals.
🏗️ Lore: The Architect of the Dead
The Zombieborgs are the creation of
Arch-Lector Vhalis Korr
Once a brilliant artificer and battlefield engineer, Vhalis Korr was renowned for designing constructs that could turn the tide of war. Kingdoms sought his inventions; generals trusted his machines more than their own soldiers.
But Korr saw a flaw in war:
Living soldiers break.
They fear. They hesitate. They die… and stay dead.
Korr became obsessed with a singular goal:
a perfect soldier that could not fail.
⚰️ The Turning Point
During a devastating conflict, Korr witnessed an entire army collapse—not from lack of strength, but from fear and exhaustion. In that moment, he abandoned the living entirely.
He began experimenting with fallen soldiers.
At first, simple reanimation.
Then augmentation.
Then integration.
Steel into bone.
Energy into flesh.
Control into will.
🧬 The Birth of the Zombieborg
The first Zombieborgs were crude—mindless undead bound to machinery. But Korr’s genius refined them into something far worse:
- Bodies enhanced beyond mortal limits
- Self-repairing systems fueled by necrotic energy
- Neural override matrices replacing autonomy
They were no longer undead.
They were assets.
☠️ Ascension to Lichdom
To fully perfect his designs, Korr required time… and absolute control over death itself.
So he crossed the final threshold.
Through forbidden rites, he became a lich—binding his soul to a phylactery hidden within one of his own creations. No longer bound by mortality, he now oversees his army not as a general…
…but as a central intelligence.
🧩 The Control Network
Every Zombieborg is linked to Korr through an invisible arcane signal:
- Commands are transmitted instantly across great distances
- Units can coordinate with unnatural precision
- Some scholars believe they share sensory data in real time
When this connection falters, Zombieborgs become erratic—glitching between stillness and violent outbursts.
Destroying one is difficult.
Severing the signal?
That’s the real challenge.
⚔️ Use in Your World
🪖 As Enemies
- Elite shock troops in a necromantic army
- Guardians of war-forges or mass-production labs
- Hunters sent after specific targets
🧠 As Horror
- Found standing motionless in abandoned battlefields
- Suddenly activating when intruders pass
- Piles of “inactive” bodies that all wake at once
🧩 As Plot Hooks
- A kingdom unknowingly using early prototypes
- A missing artificer who studied Korr’s work
- A hidden relay tower broadcasting control signals
- A “dead” battlefield that isn’t actually dead
🩸 Flavor Line (for table use)
“It doesn’t hate you. It doesn’t even see you.
You are simply… the next task.”
Previous Versions
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