Skip to main content

Corpseshoes




Not all cursed items plague humanoids alone, such as a set of corpseshoes for example. Most who encounter the resulting monster assume they face some manner of zombie horse. The true menace is not the rotting equine with inky wisps cascading between its festering lacerations; it is the black iron horse shoes it wears. Upon closer inspection corpse shows bear a subtle motif of skulls and necromantic runes inscribed along the bottom. Instead of the appropriate nails holding the unholy accessories in place two-inch barbed spikes, part of the corpseshoes, extend up into the unlucky animal’s legs.

Relentless Scourge: Beating the dead horse doesn’t stop a set of corpse shoes, nor does beating the next one and the next one. Once the accursed items select a mortal to torment they will continue to disappear from the slain animal's hooves. Then the corpseshoes magically slay a new horse as close to their target as possible and control it. Inexhaustible, the puppeted cadaver gallops after the subject of its ire, renewing its assault as soon as it is near. Only two things stop this lethal haunting; with the death of the target or the proper destruction of the coprseshoes. In the former case, the corpseshoes merely select a new victim to terrorize next. .

Corpseshoes

Tiny Construct, chaotic evil

Armor Class 13 (natural armor)

Hit Points 39(7d8+14)

Speed 40ft

Str 18 Dex 12 Con 14 Int 12 Wis 5 Cha 14

Damage Immunities bludgeoning, piercing and slashing damage from nonmagical weapons that aren't silver

Damage Resistances necrotic, poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poison

Senses blindsight 60ft, blind beyond. Passive Perception 11

Languages -

Challenge 2 (450 XP)

Equine Host.

The stat block presented reflects a set of corpseshoes that has animated a horse's corpse. When unattached the corpseshoes have no stats or abilities other than Parasitic Rejuvenation.

Incorporeal Movement.

The corpseshoes can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Trampling Charge.

If the corpseshoes moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the corpse shoes can make another attack with its hooves against it as a bonus action.

Parasitic Rejuvenation.

If the corpseshoes' equine host is destroyed, at the next sunset the horseshoes will appear on the nearest horse within 100 miles, and the creature automatically dies. The corpseshoes regains all its hit points and animates the horse corpse. This effect is prevented if the horseshoes are destroyed in a blessed forge after they are removed from a horse's corpse.

Actions

Multiattack

The corpseshoes makes a Hooves and Bite attack as one action.

Hooves

Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) necrotic damage.

Festering Bite

Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 4 (1d6) necrotic damage and the creature must succeed on a DC 12 Constitution saving throw or have disadvantage on the next weapon attack roll if it makes it before the end of its next turn.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned