Medium
Undead
CR 3
neutral evil
Morrowbind
Corpsebound Requiem
Morrowbind is a stitched, groaning mass of corpses welded around a pulsing black gem set into a ribcage and gripped by a rusted greatsword called the Stirring Dragon's Wrath. Wherever it lumbers, a faint metallic keening leaks from the gem and the greatsword hums with a slow, wrathful hunger; its gait alternates between a jerking shamble and an uncanny lunge as stitched limbs cooperate with dreadful, brittle precision. The sight of the gem's inner shimmer and the sword's serrated edge is enough to chill even hardened veterans—when Morrowbind strikes, it drives the gem's corrupt heartbeat through bones and armor alike.
Armour
14
natural armor
Hit points
83
11d8+33
Speed
30ft
Challenge
3
700 XP
STR
14
+2
DEX
12
+1
CON
16
+3
INT
10
+0
WIS
12
+1
CHA
8
-1
Saving throws
DEX +3
Skills
Stealth +3
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison
Condition immunities
poisoned, exhaustion
Senses
darkvision 60 ft., passive Perception 11
Languages
understands Common but can't speak
Multiattack. The Morrowbind makes two attacks: one with its Greatsword and one with its Claw.
Greatsword (Stirring Dragon's Wrath). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 4 (1d8) necrotic damage as the gem's pulse flares through the blade.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+2) slashing damage.
Gemburst (Recharge 5-6). The dark gem in the Morrowbind's chest releases a burst of corrupt energy in a 15-foot radius centered on the creature. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. Undead and constructs have advantage on the save.
Shardward. When the Morrowbind is hit by a melee attack, it can use its reaction to force the attacker to succeed on a DC 13 Strength saving throw or have their speed reduced to 0 until the end of their next turn as spectral sinews lash their limbs. On a success, the attack proceeds normally.
Morrowbinds are rare reanimations born where illicit necromancy collides with desperate salvage. The first recorded Morrowbind was formed in the salt-burned crypts beneath the shipwright city of Halvrey, when a cabal called the Ossified Choir attempted to bind a war-forge blade to a soul-trapped gem. The ritual failed, but the gem's hunger stitched together the discarded bodies of drowned sailors, smiths and soldiers into a single, walking grievance. Since then a few Morrowbinds have been sighted near battlefields, graveyards, and ship-breaking yards where refuse and magic mingle. Scholars such as Archivist Helrun of the Gray Athenaeum argue the gem inside a Morrowbind is a shard of a greater reliquary — a parasitic focus that amplifies violence and knits tissue using necromantic resonance. Cults like the Ossified Choir seek the creature, not only to reclaim the gem but to study the rumbling chorus of stitched hearts. Local folk tell darker tales: if a Morrowbind is slain but its gem remains whole, nearby corpses twitch at night and whisper to the living, as if the gem's requiem continues to compose new bindlings from the unsuspecting dead.
Envision a hulking, roughly humanoid figure about as tall as a broad-shouldered human but bulked out by extra torsos and a hunched, fused spine. Rags and rope loop across torn flesh, where different skin tones and hair patches betray the many individuals fused into the body. At its center, a ribcage split open holds a smooth, dark gem about the size of a fist; the gem emits a faint inner light with crackling filaments that pulse in time with the stitched creature's breaths. Its right hand clasps a scarred, two-handed greatsword — the Stirring Dragon's Wrath — whose blade is flaked with rust and etched with runes that faintly glimmer when the gem pulses. Limbs are uneven: one forearm is heavily muscled and veined, another is thin and brittle with wire-like fingers; seams of sinew and iron pins are visible where bones are wired together. Textures mix slick, waterlogged skin, dried leather patches, and glinting metal staples. For scale, show a human standing beside it at chest height; place the scene at a ruined quay with broken planks and tide-slick stones to suggest its origin.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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