Huge Aberration, Chaotic Evil
Armor Class 10 Natural armor
Hit Points 250 (15d12)
Speed 60 ft.
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Passive Perception 8
Languages --
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Assimilate. The Corpse Ball integrates any dead bodies it touches, adding to its size and HP with each corpse added.

Cosmic Horror. Upon encountering the Corpse Ball, everyone must make a DC 15 WIS save, or take 8 (1d12) [roll]1d12[/roll] and become frightened. 

Damage Sponge. All physical attacks automatically hit. Nonmagical attacks do no damage, and the full damage roll is stored within the Corpse Ball to be added to its next attack. Magical attacks apply half damage, with the other half of the damage roll being stored within. 

Release the Dead. Upon its death, the ball form is lost, and only the corpses remain, producing 1d12 zombies. The rest of the mass creates a puddle of blood and flesh in a 10 foot x 10 foot area that is difficult terrain.

Actions

The Corpse Ball makes four attack actions on its turn: one Katamari attack and three melee or ranged limb attacks

Action Name. Katamari. [roll]1d20+5[/roll]Melee Weapon Attack: +5 to hit, reach 30 ft, targeting a line 10 feet wide.Characters hit with Katamari must make a DC 12 DEX save or take 18 (4d6 + 8)[roll]4d6+5[/roll] bludgeoning damage and are absorbed into the Corpse Ball. On a save, characters take half damage and are not absorbed. Absorbed characters are restrained, deafened, blinded, and cannot speak. They need to make a DC 12 CON save when they enter the ball, or take 8 (1d10) [roll]1d10[/roll] Necrotic Damage. Each turn they start within the ball, characters take the same Necrotic Damage. Each turn, the character may attempt a STR save of 13+ to escape. Other characters may attempt to help and grant ADV. 

Grasping limbs. Bony, ragged hands claw at the character. Melee Weapon Attack [roll]1d20+10[/roll]: +10 to hit, reach 5 ft., 1 target. Hit: 15 (3d6 + 5)[roll]3d6+5[/roll] [slashing] damage, plus 2d4 [roll]2d4[/roll] [necrotic] damage

Severed limbs. Hands, feet, or bones fly out of the ball toward the enemy. RangedWeapon Attack: [roll]1d20+5[/roll] +5 to hit, range 30 ft., 1 target. Hit: 10 (2d6 + 3) [roll]2d6+5[/roll][bludgeoning] damage.

NOTE: Both Grasping Limbs and Severed limbs benefit from the Damage Sponge feature. If the Corpse Ball has taken attacks, the damage stored from those attacks will be added to the damage roll for these upon a successful hit. 

Reactions

Reaction Name. Opportunity attack

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

The corpse ball is created from a core of aberrant tissue created by the Elder Gods. This core draws the corpses of the fallen to itself, forming it into a rough ball of flesh, bone, and blood. Once formed, the ball is able to grow in size by rolling over more bodies, until it finally maxes out at Gargantuan size. It has no innate desires, other than to consume the dead and increase its size.

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.

MBsnowman

Comments

Posts Quoted:
Reply
Clear All Quotes