Huge Undead (Cursed), Neutral Evil
Armor Class 16 natural armour
Hit Points 148 (20d10 + 24)
Speed 45 ft.
STR
25 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +11
Skills Athletics +15, Perception +12
Damage Vulnerabilities Radiant
Damage Resistances Cold
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Prone, Unconscious
Senses Darkvision 120 ft., Passive Perception 15
Languages Only languages it knew in life, but it only speaks in incomprehensible gibberish.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Undeath. The creature is undead and does not require air, food, drink, or sleep. 

Cursed Power. The creature has been imbued with cursed energies that have made it more powerful. It has 3 actions and 2 bonus actions per turn. It is immune to the Unconscious, Charmed, Exhaustion, Frightened and Prone status conditions. It is immune to the Necrotic damage type, resistant to the Cold damage type and Vulnerable to the Radiant damage type.

Adaptive. The creature learns at an alarmingly fast rate. During combat it gains +1 WIS and INT each turn. The creature also gains advantage on WIS and INT saving throws.

Mind of the Many. The creature's mind is fractured and torn, the minds of many dead kings and queens inhabiting it. When another creature attempts to read, look into or otherwise understand this creatures mind, it instantly fails with no saving throw and takes 1d8 Psychic damage.

Actions

Rush. The creature gains 15 ft. of movement and chooses a direction to run in. The creature will use all of its remaining movement speed to run in the chosen direction, dealing damage to any creatures in its path. Any creatures in the path must pass a DC 14 DEX save or take 3d20 + 6 Bludgeoning damage. This Action costs 2 Actions.

Cleave. Melee Weapon Attack: +6 to hit, reach 5 ft. Cone, any target. Hit: 24 (2d20 + 4) Slashing damage. The creature cleaves the area in front of it with its weapon, hitting any creatures in the targeted area. This attack costs 1 Action.

Crush. Melee Weapon Attack: +2 to hit, range 5 ft., 1 target. Hit: 36 (2d20 + 10) Bludgeoning damage. The creature does an overhead smash attack with its weapon, crushing the targeted creature. If the attack hits the targeted creature becomes Prone. This attack costs 2 Actions.

Bonus Actions

The creature has 2 bonus actions available per turn. 

Grapple. Once a turn, the creature can use a bonus action to attempt to grapple a target creature. If the target creature is 2 or more sizes smaller than itself, the grapple automatically succeeds with no roll.

Cursed Rejuvenation. The creature reaches deep within its pool of cursed magics, attempting to heal itself in the heat if battle. Once per turn, the creature can use a bonus action to regain 1d8 hit points. The creature can use two bonus actions instead to regain 2d10 hit points.

Reactions

Flesh Rend. Twice per round, when the creature is targeted for a melee weapon attack, it can target the attacking creature and attempt to hit it with a melee weapon attack using its proficiency bonus. If the attack hits the targeted creature takes 1d20 Slashing Damage.

Legendary Actions

To regain charges for its Legendary Actions, the creature must consume 5 hearts. It will need 10 minutes to eat them and a further 20 minutes to regain its strength.

Legendary Resistance (3/Day). When the creature fails a saving throw it can choose to succeed instead.

Black Blood Curse (1/Day). If the creature is grappling another creature of smaller size, it can target that creature for a bite attack. The creature can add it's proficiency bonus to it's roll for the bite attack. If the attack hits the targeted creature takes 2d8 Piercing Damage and must perform a DC 17 CON save or be infected with the Black Blood Curse.

  •  Curse Effects. If the target failed it's CON save, it gains the Paralyzed Status Condition and it takes 1d12 Poison Damage every hour until it is either dead or cured of it's infection. The infection can be cured by a greater healing potion or through a Greater Restoration Spell.

Description

"The crypt of the ancient kings now lies empty, their sarcophagi empty. Their corpses forming a horrid amalgamation of flesh and cursed magics, living a tormented half-life in the cairns of their ancient tombs."

~ Lord Elzar, High Commander of The Sanguine Order.

The Cairn Lord is an undead beast made of the flesh and corpses of long dead kings and nobles, cursed by dark magics. The creature resembles a centaur made of flesh and limbs, covered in patchwork clothing that may resemble a nobles cloak or clothing. They often use ceremonial weapons found in their tombs or burial weaponry that might have been buried with the corpses of kings and queens. 

There are various signs to indicate an area is affected by one of these creatures:

  • All plants begin to wither and die, and creatures become infertile.
  • Members of society who are affected could start to lose their minds, people who are more secluded or alone are affected worse.
  • Any royalty or nobility who are affected may fall lethally ill and unable to understand anything that is happening around them, babbling and speaking incoherently and sometimes becoming violently aggressive.
MysticalMrEthan

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