Huge swarm of Medium undead, Chaotic Evil
Armor Class 13 11
Hit Points 86 (36d8 + 4)
Speed 20 ft., It climbers towards you on all four using its large umulgmation of limbs on its fronts as a front arms like a gorilla.
STR
16 (+3)
DEX
8 (-1)
CON
18 (+4)
INT
3 (-4)
WIS
3 (-4)
CHA
3 (-4)
Saving Throws STR +7, CON +8
Skills Athletics +18
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision Can see in grey hue up to 120ft., Passive Perception 12
Languages All it new in its life but cannot speak.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

undead fortitude. if damage is reduced to zero the zombie can make a con save of a dc of 10 unless the damage is radiant or a critical on a successful hit the zombie drops to 1 instead.

mend. if you are in 5ft of the zombie clot it will attempt to meld you into the it's body by grabbing you on a successful strength or dex dc of 12 you are able to hold push back or dash away 5ft. If unsuccessful you begin each round by making 2D6 necrotic damage at the start of the clots turn and your turn. You can make a action on your turn to escape by a DC strength save of 14.

multiattack. the zombie can make two slam attacks and one mend attack.

Actions

Slam. A slam is 3D10 + strength modifier at a range of 10ft

Rock. A rock throw of 4D10 at a range of 30 to 100ft or be at Disadvantage.

Bonus Actions

Begins by bring its hulking body standing on two legs up and slaming its arms down and shoveling you towards it.

Reactions

Block. It can make DC 20 roll to block the attack if it is greater then its attackers roll the attack is negated.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A raging monstrosity made by cultists that mend limbs of dead corpses to seek power and improve upon the work.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: constructmonstrosity

Jenerator1009

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