Skip to main content

Infernal Jetsam




A shambling mockery, the infernal jetsam is a collection of mismatched bones cobbled together into a humanoid shape. One might have a deer skull of a head, the next an orc's cranium; and the one after that a clutch of small bird skulls. Over the ghastly bric-a-brac is a lair of clotted, red ooze covered in scab-like patches that hold it all together. Many scholars liken these malformations to zombies and this is a very apt comparison. They have little intelligence of their own and exist only to serve the infernal flotsam.




Infernal Jetsam

Medium ooze, Chaotic evil

Armor Class 8

Hit Points 55 (10d8 + 10)

Speed 30ft

Str 14 Dex 6 Con 12 Int 2 Wis 6 Cha 5

Damage Vulnerabilities cold

Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Senses blindsight 30 ft., passive Perception 8

Languages -

Challenge 3 (700 XP)

Amorphous.

The ooze can move through a space as narrow as 1 inch wide without squeezing.

Infernal Fortitude.

If damage reduces the ooze to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is cold or from a critical hit. On a success, the infernal jetsam drops to 1 hit point instead

Spider Climb.

The infernal jetsam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack.

The infernal jetsam makes two pseudopod attacks as one action

Pseudopod.

Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) bludgeoning damage and 7 (2d6) fire damage.

Manifest Gore (Recharge 5-6)

The infernal jetsam manifests chunks of bone, meat and other viscera floating within it. All creatures that can see it within 10ft must succeed on a DC 11 Wisdom save or be Frightened until the end of their 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