The corpse colonist is a creature caught somewhere between a venomous spider and a hermit crab that makes its home in a humanoid cadaver. Yellow, segmented eyes and dripping fangs hide under a cadaver's rotting ribcage. Its long, front limbs of gut-purple chitin keep its zombified shell from toppling over as it shambles along. Its back half is stunted and horseshoe-shaped. Under the corpse colonist's carapace, a collection of tiny, barbed legs dig deep into the putrid meat, wrap around the stiff's spine, and utilizes that connection to pilot the body like a puppeteer pulls on strings. Lastly, the anathema's spinneret extends up through the corpse's throat so its webs shoot from the cadaver's mouth.
Ambush Predator. The corpse colonist prefers to avoid a direct confrontation with its prey if it can. After finding an appropriate body to nest in the monstrosity lays in wait on battlefields, in cemeteries, or amid undead hordes. Whenever a victim gets close enough, the creature strikes without warning, using poison and marionetted slams to slay its quarry. Then it drags the meal to a different point in the charnel morass to safely eat. The corpse colonist craves humanoid flesh over all others and will kill even when not hungry to further 'decorate' its territory or to incubate eggs in.
Corpse Colonist
medium monstrosity, unaligned
Burrow 10ft
Str 15 Dex 9 Con 14 Int 5 Wis 11 Cha 4
Damage Immunities Poison
Damage Resistances Necrotic
Senses blindsight 20ft, darkvision 60ft, passive Perception 10.
False Appearance:
While the corpse colonist remains motionless and withdrawn, it is indistinguishable from a normal carcass.
Actions
Multiattack:
The corpse colonist makes a slam and bite attack as one action.
Slam:
Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Bite:
Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage and 3 (1d6) poison damage.
Web (Recharge 5-6):
Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 12 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.
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