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Walking Cemetery




The walking cemetery's size is only dwarfed by the insect's utterly vile nature. Across its greasy, brown shell hang dozens of chitin-impaled corpses in various stages of purification. Underneath the grotesque charnel garden the actual bug has as flat, segmented body with a rising ridge across its thorax. Its legs seem stumpy compared to its bulk and it's head just a bit too small as well. This allows the colossal horror to hide, after a fashion. While not in motion, the walking cemetery can easily be mistaken as a killing field or battle refuse. Even when walking, more often than not the insect is sometimes confused for a shuffling undead horde.

Reanimator.

The walking cemetery feeds by piercing its victims by unfurling its probiscis and injecting them with a powerful, digestive enzyme. Once the body cavity is reduced to mush, the bug sucks out the juices and then adds the cadaver to its trophy rack. Dregs of the caustic fluid remains within each body, crystalizing against pitted bones. Through unknown means, the walking cemetery can reanimate some of the corpses by converting the crystalized acid into a necromantic concoction. The malefic mixture restores the creature as a ghast dominated by the bug.

Walking Cemetery

Gargantuan monstrosity, unaligned

Armor Class 18 (natural armor)

Hit Points 155 (10d20 + 50)

Speed 40ft

Str 22 Dex 7 Con 20 Int 3 Wis 14 Cha 4

SkillsPerception +6, Stealth +2

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities acid, necrotic, poison

Condition Immunities poisoned

Sensesdarkvision 60 ft., tremorsense 10 ft., passive Perception 16

Languages-

Challenge 10 (5900 XP)

Stench.

Any creature that starts its turn within 10 feet of the walking cemetery must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the walking cemetery's Stench for 24 hours.

Actions

Proboscis.

Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 19 (3d8 + 6) piercing damage. In addition, the creature must succeed on a DC 17 Constitution save or take an additional 20 (6d6) acid damage and be paralyzed for the next minute. At the end of each of its turns an affected creature may repeat this save, effect ending on success. If an effected creature fails this repeated save, however, it takes an additional 10 (3d6) acid damage.

Gruesome Resuscitation (Recharge 6).

The walking cemetery instills unlife into a handful of the broken corpses pinned to its carapace. The walking cemetery summons 1d4 ghasts that peel off of its bulk and animate anywhere within 10ft of the walking cemetery. The ghouls act right after the walking cemetery on the same initiative count and fight until they are destroyed.

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