Huge Undead, Lawful Evil
Armor Class 15 (natural armor)
Hit Points 148 (16d12 + 44)
Speed 50 ft.
STR
24 (+7)
DEX
13 (+1)
CON
24 (+7)
INT
8 (-1)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +6, CON +12, WIS +5
Skills Perception +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 15
Languages One language that it knew in life (usually Common)
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Charge. If the charnel dreadnaught moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 9 (2d8) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Indomitable. The charnel dreadnaught can't be forcefully moved out of its place.

Siege Monster. The charnel dreadnaught deals double damage to objects and structures. 

Actions

Multiattack. The charnel dreadnaught makes two attacks, one with its tusks and one with its claws. It can forgo any of these attacks with a cadaver shot attack.

Tusk. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 26 (3d12 + 7) slashing damage plus 11 (2d10) necrotic damage, and the target must make a DC 15 Constitution saving throw, or begin bleeding profusely. On a failed save, the target takes 7 (1d6 + 4) necrotic damage at the start of each of its turns. The target may choose to repeat the saving throw at the start of each of its turns, ending the effect on itself early on a successful one. This effect also ends early if the target receives a total of 25 hit points in magical healing.

Claw. Melee Weapon Attack: +11 to hit, reach 15 ft., 1 target. Hit: 17 (3d6 + 7) slashing damage plus 11 (2d10) necrotic damage.

Cadaver Shot. Ranged Weapon Attack: +6 to hit, range 30/100 ft., 1 target. Hit: 11 (2d8 + 2) necrotic damage.

Howling End (Recharge 6). The charnel dreadnaught lets out a sonorous and mind-rending howl audible up to 300 ft. Each creature that can hear the charnel dreadnaught within 60 ft. of it must make a DC 17 Wisdom saving throw, taking 36 (8d8) psychic damage on a failed save, and half as much on a successful one. In addition, if the target fails, it is driven insane for up to one minute. An insane creature is frightened, can't speak or cast spells, and must spend its entire turn moving in a random direction, gibbering madly. If a creature gets within 5 ft. of the insane target, it must use its reaction to make a melee attack against said creature. The target may choose to repeat the saving throw at the start of each of its turns, ending the effect on itself early on a successful one.

Reactions

Spawn of The Damned. In response to taking damage, the charnel dreadnaught causes some of the very remains which construct its form to seperate, and rise as 4 (1d4 + 2) skeletons in an unoccupied space within 10 ft. of it.

Description

A charnel dreadnaught is a horrific and imposing figure. It stands at around 20 ft. tall, and has the body structure of a clawed, monstrous ape with the head of a boar. Most frighteningly however, it is made solely of the skeletal remains of dead humanoids.

Guardians of The Godless. Charnel dreadnaughts are often created or imprisoned by powerful necromancers, liches, or other similar undead creatures. These creatures will use the pure and unbridled brutality of these dreadnaughts to guard treasure, act as bodyguards, and rarely even act as mounts or units in war. However, they also may appear naturally in locations with a great history of death and the remains that need to make up a charnel dreadnaught, such as catacombs, graveyards, and battlegrounds.

Monster Tags: undead

CursedDungBeetle

Comments

Posts Quoted:
Reply
Clear All Quotes