Large Undead, Unaligned
Armor Class 15 (natural armor)
Hit Points 38 (5d12 + 8)
Speed 20 ft.
STR
16 (+3)
DEX
8 (-1)
CON
18 (+4)
INT
15 (+2)
WIS
9 (-1)
CHA
3 (-4)
Saving Throws INT +4
Damage Resistances Poison, Psychic, Thunder, Damage Dealt By Traps, Bludgeoning from non magical attacks
Damage Immunities Necrotic
Condition Immunities Blinded, Deafened, Exhaustion, Poisoned
Senses Tremorsense 60 ft., Truesight 60 ft. (blind beyond this radius), Passive Perception 10
Languages knows every language, but can not speak
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Overpowering Hivemind. If the grafter would take psychic damage, the attacker must make a DC15 INT saving throw, taking the an amount of psychic damage equal to twice the amount of psychic damage they dealt on a failed save, or half as much on a successful one.

Death Wail Mimicry. The flesh grafter can mimic shouts, screams, and other such outcries that it has heard before.

Actions

Multiattack. The undead experiment makes two radiated slam attacks.

Radiated Slam. Melee Weapon Attack: +4 to hit, 10 ft. cone, one target. Hit: 10 (1d8 + 5) bludgeoning damage. The grafter gets an additional +2 to hit against creatures within 5 feet. Creatures within 5 feet also take an additional 3 (1d4) psychic damage and must succeed on a DC13 Strength saving throw or be knocked prone.

Bonus Actions

Cadaver Grafting. The flesh grafter can take the corpse of a dead creature within 5 feet, grafting it to their body. Upon doing this, they recover 2d6 hit points and gain 1d6 temporary hit points. All creatures within 60 ft. of the flesh grafter must make a DC14 Wisdom saving throw, becoming frightened on a failed save. Creatures frightened by this ability can repeat the saving throw at the start of their turns to end the condition. Undead or unfeeling creatures can not be frightened by this, as well as any creature that can not see this action being performed.

Reactions

Cadaver Grafting. The flesh grafter can take the corpse of a dead creature within 5 feet, grafting it to their body. Upon doing this, they recover 2d6 hit points and gain 1d6 temporary hit points. All creatures within 60 ft. of the flesh grafter must make a DC14 Wisdom saving throw, becoming frightened on a failed save. Creatures frightened by this ability can repeat the saving throw at the start of their turns to end the condition. Undead or unfeeling creatures can not be frightened by this, as well as any creature that can not see this action being performed.

Dress_To_Depress

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