Large Undead, Neutral
Armor Class 16 natural armor
Hit Points 105 (11d10 + 44)
Speed 40 ft., climb 20 ft., swim 20 ft.
STR
19 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
6 (-2)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws STR +7, CON +7
Skills Athletics +7, Perception +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 18
Languages Understands the languages of its master but can't speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Blood Magic. The darkasher can use the liver of a deceased creature to cast the Detect Thoughts spell as a 1-hour ritual, with their master gaining the memories of the creature from the past 1d8-1 days.

Dark Puppet. The darkasher acts as an extension of its master, a weapon of flesh and death. If the master is not controlling the darkasher, it remains motionless and inactive until its master takes control of them again. Its master can take control of the darkasher as an action on their turn, and must spend each subsequent turn to remain controlling it. The control lasts until the master ends it as a free action, the darkasher or master is reduced to 0 hit points, or the master is knocked Unconscious. For the duration, the master is Blinded and Deafened to its own surroundings and can see through the darkasher's eyes. If the darkasher is subject to an Intelligence saving throw, the master becomes the target instead.

Dead Flesh. Whenever the darkasher is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.

Eternal Servant. The darkasher cannot be killed, instead reforming itself after 2d4 hours once it is reduced to 0 hit points. The only way to kill the darkasher is by killing its master, or by its master reducing it to 0 hit points.

Immutable Form. The darkasher is immune to any spell or effect that would alter its form.

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

Regeneration. The darkasher regains 3 (1d6) hit points at the start of its turn. If the darkasher takes acid or fire damage, it regains 0 hit points at the start of its next turn.

Slow. If the darkasher attempts to use its reaction, its master must use their reaction for it to do so.

Unusual Nature. The darkasher does not need to drink, breathe or sleep. It can only gain sustenance from meat.

Actions

Multiattack. The darkasher makes two slam attacks, one of which can be replaced with a tentacle attack.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is creature of Large size or smaller, it is grappled (escape DC 16), and the darkasher cannot use its tentacle attack on another target.

Disembowel. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) slashing damage. If this damage kills a creature, its liver is instantly removed.

Description

A combination of numerous humanoid corpses, a darkasher is created by unspeakably dark magic, animating the bodies of the dead into a grotesque puppet. only acting when its master manipulates its movements, they are impossible to kill directly, forcing those that face it to temporarily put it down and hunt its creator.

Monster Tags: Misc Creatureundeadconstructhumanoid

NagasArcana

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