Huge Undead, Neutral Evil
Armor Class 21
Hit Points 4800 (30d20 + 180)
Speed 10 ft., Climb 20 ft., Walk 40 ft.
STR
30 (+10)
DEX
8 (-1)
CON
22 (+6)
INT
10 (+0)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +14, WIS +11, CHA +12
Damage Resistances Fire, Lightning, Necrotic, Psychic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned
Senses Passive Perception 19
Languages all Languages spoken by those within the church
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Walking Catastrophe. Viremouth counts as both a creature and terrain. Its body is treated as unstable ground. Creatures attempting to stand on it must succeed a DC 18 Dexterity (Acrobatics) check or fall prone at the start of their turn. Falling from the upper church is a 60 ft. drop.

Church of Whispers. A corrupted cathedral embedded in Viremouth’s back functions as both a lair and a control center. While the priest (or current controller) is alive, Viremouth gains one additional legendary action and +2 to spell DCs.

Graveyard Core. Viremouth can absorb corpses within 1 mile, feeding its regenerative matrix. For every 10 corpses absorbed (1 per round), it regains 20 HP. Clerics sense this as a desecrated zone.

Monstrous Architecture. Structures and towers protruding from its back can host 1–3 spellcasters or ranged attackers. These residents can cast spells or attack from the moving fortress as if it were stationary.

Lair Actions. If in its home region (cursed graveyards, desecrated earth), Viremouth may take lair actions on initiative count 20 (losing ties). Example lair action:

  • The fog thickens with screams. All creatures in a 60-foot radius must make a DC 18 Wis save or be deafened and frightened until the end of their next turn.
Actions

Multiattack. Viremouth makes three Crushing Limb attacks and one Smokestack Howl if available.

Crushing Limb. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.

Hit: 36 (6d8 + 10) bludgeoning damage. If the target is Large or smaller, they must make a DC 19 Strength save or be knocked prone and restrained under debris.

Smokestack Howl (Recharge 5–6). Emits a shrieking blast of cursed smog. 60-foot cone. DC 20 Constitution save or take 45 (10d8) necrotic damage and be blinded for 1 minute. Success halves damage and prevents blindness.

Parish Cannon (Recharge 6). One of the cathedral’s grotesque spires fires a bolt of fused bone and fire. Range: 120 ft., Hit: 54 (12d8) force and fire damage, DC 18 Dex save or be knocked back 30 ft and stunned.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary Actions (3 per round)

  • Slam Step. Crushes the earth beneath it. All creatures in a 30-foot line must succeed on a DC 19 Dex save or fall prone and take 4d10 bludgeoning.
  • Gravewind. Releases a wave of deathly wind. 40 ft. cone, creatures must make a DC 18 Wis save or lose their next reaction and movement.
  • Architect's Wrath (Costs 2 Actions). One of the back-towers lashes out—either casting a random 3rd-level necromantic spell or launching a spray of bone spikes.
Mythic Actions

Mythic Action Name. 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

In the darkest corners of forgotten graveyards, where the fog never lifts and the earth is thick with the dead, there wanders a nightmare known only as Viremouth, the Living Town.

At first glance it appears to be a ruined chapel emerging from the mist — a crooked cathedral of blackened stone and burning braziers. But as the fog parts, the terrible truth becomes clear.

The town moves.

The cathedral is fused into the spine of a towering corpse-giant, its twisted limbs dragging the massive structure through graveyards and desolate lands. Spires pierce the sky like broken bones, and smokestacks belch black funeral smoke that spreads like storm clouds across the horizon.

The creature’s flesh is a patchwork of rotting wood, bone, and petrified grave soil, as though the earth itself grew into a monstrous body. Hollow skulls stare from the cathedral walls, their empty sockets glowing faintly like dying embers.

From within the crooked towers echo distant bells and whispered prayers, though no living priest remains to speak them.

Scholars claim Viremouth was once a holy settlement built upon a mass grave after a terrible plague. When the land was cursed and the dead refused to rest, the town itself began to change. The church sank into the earth… and something beneath the graves rose to carry it.

Now the entire settlement wanders like a grotesque pilgrim.

Graves split open as Viremouth passes. Corpses drag themselves toward its body, dissolving into its flesh to feed the monster’s endless hunger. The fog around it is filled with faint voices — lost souls begging for salvation that will never come.

Those who see the creature from afar mistake the burning lights of its windows for a distant village.

But travelers who approach soon learn the truth.

The lights are not lanterns.

They are the souls of the dead burning inside the Living Town.

Lair and Lair Actions

Lair: The Grave Cathedral of Viremouth

Viremouth does not merely haunt the graveyard — it is the graveyard’s beating heart.

When Viremouth settles, it sinks its cathedral-laden spine into the soil, corrupting the land around it. The ground blackens, tombstones crack open, and a permanent choking fog rolls across the earth. The cathedral embedded in its back rings with hollow bells and whispers that sound like prayers spoken backward.

Within 1 mile of Viremouth's resting place:

  • Graves split open and corpses slowly crawl toward the creature to be absorbed into its regenerative matrix.

  • The sky above is permanently overcast with ash-grey clouds and drifting funeral smoke.

  • Whispers echo through the fog, sounding like lost loved ones calling for help.

  • Clerics and paladins feel an overwhelming sense of desecration; divine magic tied to life or healing feels strained.

The cathedral atop Viremouth functions as a mobile necromantic fortress, containing broken pews, bone-stitched altars, and pulsing corpse-engines that power its abilities. Cultists, necromancers, or possessed priests often reside inside the cathedral, directing its wrath.

Any creature that dies within the lair has a 50% chance of rising as an undead servant under Viremouth’s control within 1d4 rounds.

Previous Versions

Name Date Modified Views Adds Version Actions
3/4/2026 12:44:45 AM
16
2
1
Coming Soon

Monster Tags: undeadabberation

Habitat: Any

Mearathegoddess

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