Huge Undead, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 316 (44d12 + 120)
Speed 40 ft.
STR
25 (+7)
DEX
9 (-1)
CON
25 (+7)
INT
13 (+1)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +5, CON +13, WIS +8, CHA +10
Skills Perception +14, Stealth +6
Damage Resistances All
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the temple fails a saving throw, it can choose to succeed instead.

Magic Resistance. The temple has advantage on saving throws against spells and other magical effects.

Deathly Stench. Any creature that starts its turn within 10 feet of the temple must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage and be poisoned until the start of the creature’s next turn.

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.

Controlled Construct. The temple is a created and controlled by Gorsyth. It automatically succeeds against any attempts to control it. It is immune to charm, fear, and turn undead abilities.

Reconstruct. Should the temple be destroyed or rendered limbless it will begin to reconstruct itself from its rendered form as long as it is within 100ft.  Arms/legs 1 turn, Head/claws 2 turns, torso/tail 3 turns.

Actions

Multiattack. The bone temple can move, Thrash, or reconstruct itself at the beginning of its turn. It can then make two attacks consisting of either a bite attack, two slam attacks, two attacks with its claws, or a tail attack. It then performs a Frightful Presence, Flesh Entomb, Putrid Breath, or Body Slam ability at random (1d4).

Thrash. Before the temple performs any actions it can choose to thrash about, acting wildly. All attacks made while thrashing are at disadvantage but deal double damage. All attacks made against the thrashing temple are at disadvantage b deal double damage. Saves against the thrashing temple are at disadvantage. Saves the temple makes are at disadvantage.

Slam (arms/legs). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Bite (head). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Flesh Entomb (Recharge 5–6). The temple flings a detached clump of corpses at a creature it can see within 30 feet of it. The target must succeed on a DC 16 Strength saving throw or take 16 (3d10) bludgeoning damage, and if the target is a Large or smaller creature, it becomes entombed in dead flesh.

A creature entombed in the dead flesh is restrained, has total cover against attacks and other effects outside the dead flesh, and takes 10 (3d6) necrotic damage at the start of each of its turns. The creature can be freed if the dead flesh is destroyed. The dead flesh is a Large object with AC 10, 25 hit points, and immunity to poison and psychic damage.

Frightful Presence. Each creature of the temple’s choice that is within 120 feet of the temple and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the temple’s Frightful Presence for the next 24 hours.

Putrid Breath (Recharge 5–6). The temple exhales a noxious cloud in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Constitution saving throw, taking 66 (12d10) Poison damage on a failed save, or half as much damage on a successful one.

Body slam. The temple collapses to the ground in a heap, landing on top of anything within a 20ft radius centered on the temple. All creatures must succeed a DC 20 Dexterity saving through or take (6d10) bludgeoning damage or half as much on a successful save. The temple and creatures that failed the save are prone and considered restrained until the temple moves again.

David_Sparrow

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