Large Undead, Neutral Evil
Armor Class 12 (natural armor)
Hit Points 4 (1d4 + 1)
Speed 20 ft.
STR
16 (+3)
DEX
8 (-1)
CON
8 (-1)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Damage Vulnerabilities Piercing
Damage Resistances Cold
Damage Immunities Necrotic, Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Stench. Any creature other than a cattle corpse that ends its turn within 10 feet of the cattle corpse must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any cattle corpse for 1 hour.

Actions

Walking Bomb. The cattle corpse targets a creature that it can see within 30 feet of it and makes a full move towards it. If the cattle corpse ends its action within 10 feet of the target, it will explode and the target must make a DC 14 Constitution saving throw, taking 16 (4d8) necrotic damage on a failed save and becomes poisoned until the start of the target's next turn.

Reactions

Graze. While a cattle corpse can see a creature outside of 30 feet from it, it will move half of its movement value towards the creature while grazing on vegetation. Creatures it moves towards in this manner do not notice its trajectory unless they pass a DC 17 Insight check.

Description

Cattle who are slowly killed and made undead by necrotic energies and poisonous waters or grasses may eventually become Cattle Corpses. These undead cattle stand and graze in fields, always a moments notice from exploding into clouds of necrosis. They look much like their former selves, though bloated from the toxic gasses filling up their bodies.

Monster Tags: Misc Creature

Habitat: GrasslandSwamp

Nevermore_Bryan