Huge Undead, Chaotic Evil
Armor Class 14 Natural armor
Hit Points 115 (10d12 + 50)
Speed 10 ft., Burrow 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
20 (+5)
INT
4 (-3)
WIS
6 (-2)
CHA
4 (-3)
Saving Throws CON +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Blinded, Frightened, Poisoned, Prone
Senses Passive Perception 8
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Countless Limbs. When the corpse pillar takes the Multiattack Action, it is able to make two melee attacks against every creature within melee range.

Flesh Whips: The Corpse Pillar can have up to six Flesh Whips at a time. Each Flesh Whip can be attacked (AC 15; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the Corpse Pillar, which can extrude up to two replacement Flesh Whips on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Actions

Multiattack: The Corpse Pillar makes two attacks with its Flesh Whip, uses Reel, then makes as many melee attacks as it is able.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (1d6 + 3) bludgeoning damage. 

Flesh Whip. Ranged Weapon Attack: +6 to hit, range 50 ft., 1 target. Hit: Any creature that is Large or smaller is grappled (escape dc 15). Until the grapple ends, the creature has disadvantage on all attack rolls.

Reel. The Corpse Pillar pulls each creature grappled by it up yo 25 ft. straight towards it.

Description

The Corpse Pillar is an amalgamation of dozens of rotted corpses, formed together into a single undead mass of flesh and bone. Driven only to consume and adds to its size, the Corpse Pillar will burrow into the ground until only a flower like appendage is visible. This appendage lets off a foul smell similar to rotting meat in order to attract carrion and scavengers, which it snatches and kills as soon as they get close, before adding their bodies to its growing form.

Lair and Lair Actions

Corpse Pillars make their lairs in swampy and marshy terrain, where the soft earth makes it easier to burrow.

Lair Actions

On initiative count 20 (losing initiative ties), the Corpse Pillar takes a lair action to cause one of the following effects; the Corpse Pillar can’t use the same effect two rounds in a row:

  • All creatures within 5 feet of the Corpse Pillar make a DC 11 Constitution Saving Throw. On a fail, the creature is poisoned until the start of the Corpse Pillar's next turn. On a save, nothing happens.
  • The Corpse Pillar spawns two undead Vultures, which immediately take a turn. They have the statistics of Vultures, but gain the Undead monster type, and are immune to poison. These Vultures persist until they die, and continue to act on initiative count 20.

 

Monster Tags: undead

Habitat: Swamp

HurdurBadurbur

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