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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.

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