Medium Monstrosity (Goblinoid), Chaotic Evil
Armor Class 18 chainmail
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws STR +6, CON +6, WIS +4
Skills Intimidation +2, Perception +8, Stealth +6, Survival +3
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Blindsight 60 ft., Darkvision 60 ft., Passive Perception 16
Languages Abyssal, Common, Goblin, Infernal
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Brute. A melee weapon deals one extra die of its damage when the Cauldron-Born hits with it (included in the attack).

Surprise Attack. If the Cauldron-Born surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Vitality Shared Through Pain. When another Cauldron-Born dies its original hitpoint maximum is divided amoungst the remaining Cauldron-Born. When another Cauldron-Born dies the remaining Cauldron-Born also gain an additional +5 to their movement speed. For Each Cauldron-Born that dies the armourclass of the remaining Cauldron-Born is increased by one. The Cauldron offers no escape. For every ten feet they move away from the Black Cauldron they suffer an accumulative -1 to their total hitpoints, until they reach zero and disolve into disgusting slime and their lifeforce is divided amoung the other Cauldron-Born aswell as the feeling and memories of the pain they have suffered. If holywater is poured into the Cauldron this trait has no effect for 1d4 minutes.

The Cauldron Offers No Respite. When within 50ft of the Black Cauldron damage that reduces the Cauldron-Born to 0 hit points, forces it 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 Cauldron-Born drops to 1 hit point instead. If holywater is poured into the Cauldron this trait has no effect for 1d4 minutes. The Cauldron-Born is immune to being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

The Black Cauldron. Bound souless for eternity to the Black Cauldron, not dead but not truly alive the Cauldron-Born know if they die they face oblivion unable to join their stolen souls and enter the afterlife.  The Black Cauldron is immune to critical hits of any source, it is immune to lighting damage, cold damage, poison damage, and psychic damage. The Black Cauldron has the total hitpoints of 95 and an Armor Class of 13. Should the Black Cauldron be reduced to zero hitpoints it will cause the magic within the Cauldron to cease immediately, causing the Cauldron-Born to decay by 2d10 damage per round. 

Actions

Multiattack. The Cauldronborn makes two melee attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 4) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 4) piercing damage in melee or 6 (1d6 + 4) piercing damage at range.

Description

In what was once a damp and dirty cave a massive cauldron sits on the bed of dark, slimy, and tarnished rock, crawiling with maggosts and beetles which grow fat and sluggish feeding on them. The air is thick with flies and disease ridden fungus smears the walls with growths that look more like fleshy boils and seeping wounds. The heavy and cold air smells like an exploaded corpse. An allured green "mist" swirls around the characters feet, laden with the fungus spores that can cause fever dreams and flop-sweats to any who fall prone and breath the "mist" into their lungs. Strangley, while there are no signs of a fire ever being lit under the massive Cauldron (standing as high as a grown mans chest), there is some form of thick and lumpy stew inside it reaching to the very brim. The metal of the Cauldron is difficult to identify, it doesn't seem to be iron, or brass, or pewter, and certainly not some precious metel, not copper, not gold, nor silver. The metal has a black look to it, yet a glimer of an odd color whenever bright light touches it. With some skill and a moment to identify the metal it can be identified as carefully cast adamantine (Nature DC 15). As the mist is disturbed there is a movement inside the noxious stew inside the cauldron and a fresh wave of stentch assaults the senses of all those present, and a glistening large humanoid form begins to rise from the cauldrons depths. As soon as you get a good look at it, the true horror of what you face reveals itself, as from the floor and within hidden alcoves around the carefully worked stone surrounding you more and more of the large and hiddious figures lurch into view from where they had been waiting and watching. Each of them slowly raises their dripping and slimy arms with pieces of flesh hanging from exposed sinew and bone, in their powerful grasp each of them carries a huge sword, pitted and rusted with age, but thick and sturdy, with wicked spikes and sawtoothed edges and a hilt of precious metal and stone. None of the creatures speak they merely glare at you with bloated and lidless eyes, slack and horrid faces drooling slop like the corpses of drowned men. As they advance you get a chance to really look at them and suddenly realise with growing horror, that these are not infact undead zombies as foul blood and fluids spurt from inflicted wounds, these wretched things are still alive, and their gurgling grunts and moans mean that they can still feel pain.

Previous Versions

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6/16/2021 7:39:13 AM
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6/16/2021 9:42:36 AM
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Monster Tags: Goblinoidundeadmonstrosity

Habitat: ForestGrasslandSwampUnderdark

Kyppo

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