

Abomination of Experimentation
"I'm surprised you were able to retrieve this specimen in relatively good condition. I will have to pay you in addition to what we initially agreed. Very good, very good indeed. I suppose I'll have t- ah! ...Even in death, the rod still contains a surprising amount of arcane energy. I will have to be more careful. Zok, be useful and get me my- why are you looking at me that way? Is something on my face?" - Last recorded words of Archmagus Volmar, before his untimely death at the hands of this undead creature.
The Shocking Zombie Brute seems to be an experiment created by necromantic means, melding and sculpting flesh and increasing the mass of a once normal humanoid body. Usually the product of mages who care not for the morality of their experiments, they will delve into the darker arts of the arcane in a means of protecting themselves and their self interests. The Shocking Zombie Brute is as deadly as it is a spectacle. Most arcane practitioners initially find the creation fascinating, but quickly realize that the way it was created has left it in a state that is incapable of death, as the arcane shock of the rod thrust through its heart will pulse with lightning and resurrect this abomination of unlife.
These hulking undead monstrosities have been changed in numerous ways, as the humanoids used to enact these rituals are changed exponentially. They grew impressively large, reaching heights of 10-14 feet tall, and weighing well over hundreds of pounds. Their strength is exceptional enough to bend solid metal bars with minimal effort and they are hard to miss. Their postures become hunched as most of the mass of their forms resides in their upper bodies, and they are deceptively quick.
Object of Widespread Descrution
While these undead are rarely ever seen, -- as they are usually protecting mage's towers -- spotting one is said to be an omen of destruction, as these hulking humanoids will do everything in their power to crush anything that moves beneath their might. Deathly aggressive, the Shocking Zombie Brute lashes out at anything that remotely seems like a challenge. Like beasts, this undead has a similar hierarchy to that of wolves, in that should it ever travel with other undead, it is likely the leader as with it's limited intelligence "Might makes Right."
Left 4 Dead Tank by Valve
Shocking Zombie Brute
Large undead, Neutral Evil
- Armor Class 14 AC (natural armor)
- Hit Points 157 (15d10 + 75)
- Speed 40 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 6 (-2) 6 (-2) 6 (-2)
Saving Throws Str +10, Con +9, Wis +2
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities Lightning, Poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 9 (5,000 XP)
Electrifying Unlife. The lightning rod embedded in the shocking zombie brute grants it great power. While this rod remains in the zombie, it has advantage on constitution saving throws made for its undead fortitude trait, gains the Lightning Absorption, Static Shock and Overload traits and deals additional lightning damage with its fists. This rod can be removed with a DC 25 Strength check, although the person removing it takes 18 (6d6) lightning damage, regardless of a success or fail. If the rod is removed, the shocking zombie brute loses all the mentioned traits above. This rod acts as a magic item detailed below.
Lightning Absorption. Whenever the shocking zombie brute is subjected to lightning damage, it takes no damage and regains a number of hit points equal to half the lightning damage dealt.
Overload. If the shocking zombie brute fails its undead fortitude saving throw, or is killed by a critical hit, or radiant damage and has the lightning rod still embedded in its chest, each creature within 10ft of the shocking zombie brute must make a DC 16 Dexterity saving throw or take 32 (8d8) lightning damage on a failed save, or half on a successful one. The lightning rod shatters from the release of a contained lightning storm, leaving glowing white shards of metal in the vicinity of the charred undead.
Static Shock. When the shocking zombie brute takes damage of any type but psychic, each creature within 5 feet of the shocking zombie brute takes 9 (2d8) lightning damage.
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.
Actions
Multiattack. The shocking zombie brute makes two fist attacks.
Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 4 (1d8) lightning damage.
Arcing Bolts (Recharge 5-6). Each creature within a 20 ft radius centered on the shocking zombie brute must make a DC 16 Constitution saving throw or take 35 (10d6) lightning damage on a failed save, or half on a successful one.
Lightning Rod
Weapon(Spear), Very Rare (Requires Attunement)
This plain looking rod appears to be made entirely out of silver, and retains the strange arcing electricity of its former host. This spear does an additional 1d6 lightning damage on hit.
This spear holds 7 charges, While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
Additionally, as a reaction to being damaged by a melee attack, you can expend 1 charge to cause an arc of lightning to lash out at the attacker, forcing them to make a DC 15 Constitution saving throw, or taking 16 (4d8) lightning damage on a failed saving throw. On a successful saving throw the creature takes half damage.
If the last charge is used, roll a d20. On a 1, the spear loses its charges and spells. It however, does retain the extra lightning damage on hit.
The spear regains 1d6 + 1 expended charges daily at dawn. If you expend the spear's last charge, roll a d20. On a 1, the spear crumbles into ashes and is destroyed.