Huge Swarm of Medium undead, Any Evil Alignment
Armor Class 11
Hit Points 142 (15d12 + 45)
Speed 40 ft.
STR
22 (+6)
DEX
9 (-1)
CON
17 (+3)
INT
3 (-4)
WIS
11 (+0)
CHA
6 (-2)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Exhaustion, Poisoned
Senses Darkvision 60, Passive Perception 10
Languages languages known by the bodies absorbed (likely those of the local area)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Form of Multitudes. When first encountered the corpse elephant has 1d6+3 sets of humanoid bones already contained within its hollow body, the corpse elephant can hold up to 9 medium bodies in this way. While the corpse elephant has at least one skeleton/corpse, it can use a bonus action to do one of the following.

  • The corpse elephant uses one body to replace damaged bones, the corpse elephant uses one of the bodies to regain 11(2d10) hitpoints. The body is completely repurposed and any equipment it was wearing or carrying falls to the ground underneath the corpse elephant.
  • The corpse elephant animates one of the bodies as either a skeleton or zombie, which it expels within 5ft of itself or into the nearest unoccupied space. The creature acts immediately after the elephant in initiative order. The creature is an ally to the corpse elephant but is not controlled by it.

Trampling Charge. IF the corpse elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn,. that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the corpse elephant can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: (3d8+6) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit reach 5ft., one prone creature. Hit: (3d10+6) bludgeoning damage.

Harvest the Dead. The corpse elephant grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Form of Multitudes trait.

Crush. The corpse elephant smashes its massive body down, impacting on the ground as splinters of bone explode out from the force. Creatures underneath the bone elephant or within 10 ft. must make a DC 16 Dexterity saving throw or take 32 (8d6) piercing damage on a failure or half as much on a success. The corpse elephant automatically fails this save, becomes prone after making this attack, and has a speed of 0 until the beginning on its next turn.

Bonus Actions

Form of Multitudes. When first encountered the corpse elephant has 1d6+3 sets of humanoid bones already contained within its hollow body, the corpse elephant can hold up to 9 medium bodies in this way. While the corpse elephant has at least one skeleton/corpse, it can use a bonus action to do one of the following.

  • The corpse elephant uses one body to replace damaged bones, the corpse elephant uses one of the bodies to regain 11(2d10) hitpoints. The body is completely repurposed and any equipment it was wearing or carrying falls to the ground underneath the corpse elephant.
  • The corpse elephant animates one of the bodies as either a skeleton or zombie, which it expels within 5ft of itself or into the nearest unoccupied space. The creature acts immediately after the elephant in initiative order. The creature is an ally to the corpse elephant but is not controlled by it.

Description

The corpse elephant is a massive amalgamation of bodies, usually involving the body of an elephant as the starting component, or sometimes shaped out of a mass of bodies, these hulking undead beasts lumber among abandoned battlefields, harvesting the bodies. If you're unlucky you might see them on an active battlefield, launching skeletons and zombies that used to be allies back into the fray.

LoquaciousLoser

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