| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 8 | −1 | −1 |
| CON | 20 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 10 | +0 | +0 |
| CHA | 1 | −5 | −5 |
Corpse Carrier. The hoarder carries 6 (1d6 + 3) corpses, which it can use with Necroblast and Zombie Spawner.
Multiattack. The hoarder makes two Arm attacks, and if both attacks hit one target, it uses Impale.
Arm. Melee Attack Roll: +9, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning, Piercing, or Slashing damage (hoarder’s choice).
Impale. Strength Saving Throw: DC 17, one Large or smaller creature the hoarder can see within 10 feet of it. Failure: 16 (3d10) Piercing damage, and the target is Restrained (escape DC 17). A creature Restrained in this way takes 16 (3d10) Necrotic damage at the start of each of its turns, and if this damage reduces it to 0 Hit Points, it dies and becomes an additional corpse for the hoarder’s Corpse Carrier. A creature who can reach the Restrained target can use its action to make the escape DC, and on a success it frees the creature. If the hoarder is destroyed, each creature Restrained by it is freed.
Necroblast. The hoarder throws one of its corpses. Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point within 60 feet of the hoarder. Failure: 33 (6d10) Necrotic damage, and the target can’t regain Hit Points until the start of the hoarder’s next turn. Success: Half damage only.
Zombie Spawner. The hoarder drops any number of corpses from its Corpse Carrier. Each dropped corpse rises as a zombie in an unoccupied space within 10 feet of the hoarder and takes its turn immediately after the hoarder’s.
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