Large Undead, Neutral Evil
Armor Class 15 Natural Armor
Hit Points 126 (14d12 + 35)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +8, CON +8
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages None
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Absorb the Dead. Whenever a non-undead creature dies within 20 feet of the corpse mound, it is absorbed into its form and the mound regains 10 HP.


Noxious Aura. Creatures that are within 20 feet of the corpse mound at the end of its turn must succeed on a DC 15 Constitution saving throw or become poisoned until the end of their next turn. On a successful saving throw, the creature is immune to the Noxious Aura for 24 hours.

Undead Drop. At the start of the corpse mound’s turn during combat, one zombie, skeleton, or other undead falls from the mound onto the ground and immediately rises under its control. Up to 10 such creatures can be active at one time. These creatures take their turns immediately after the corpse mound’s turn.

Actions

Multiattack. The Corpse Mound makes two weapon attacks or can use Envelop once.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning plus 7 (2d6) necrotic damage and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained.

Bone Shard. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage and 7 (2d6) necrotic damage. When hit, the target must make a successful DC 15 Strength check or be knocked prone, pinned to the ground by the shard, and restrained. To end this restraint, the target or a creature adjacent to it must use an action to make a successful DC 17 Strength (Athletics) check to remove the shard.

Envelop. The corpse mound makes a slam attack against a restrained creature. If the attack hits, the target takes damage as normal, is pulled 5 feet into the corpse mound’s space, and is enveloped, which ends any grappled or prone condition. While enveloped, the creature is blinded and restrained, it has total cover against attacks and other effects outside the corpse mound, and it takes 14 (4d6) necrotic damage at the start of each of the corpse mound’s turns. An enveloped creature can escape by using its action to make a successful DC 15 Strength saving throw. If the corpse mound takes 30 or more damage on a single turn from the enveloped creature, it must succeed on a DC 15 Constitution saving throw at the end of that turn or expel the creature, which falls prone in a space within 10 feet of the corpse mound. If the corpse mound dies, an enveloped creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone. A corpse mound can envelop up to 4 creatures at once.

Description

Rise from Mass Graves. In times of plague and war, hundreds of bodies are dumped into mass graves. Without sanctifying rites, necromantic magic can seep into the mound of bodies and animate them as a massive horror hungering for others to join its form.

Absorb Bodies. A corpse mound is driven to kill by the anger and loneliness of the dead within, and to absorb the bodies of its victims. It attacks any living creature larger than a dog, but it is drawn to humans and humanoids. It never tires no matter how many victims it accumulates. Entire towns have been wiped out by advancing corpse mounds.

Monster Tags: undead

zdardisa

Comments

Posts Quoted:
Reply
Clear All Quotes