Skip to main content

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.

Comments

Popular posts from this blog

Frame Mimic

Rattling from the shadows, a gaggle of rat-gnawed bones march forward eager to slay the living. One of them lags behind, looking a bit more solid than the rest. You know your mace should have broken the leading skeletons to pieces. Yet, it merely cracked bones instead of shattering them. Tentacles lash out from the slower skeleton, adhering to you and pulling you closer to the maw manifesting from its ribcage. This is the frame mimic. The spawn of the ossuary mimic, this monstrosity also feels a kinship to the undead - specifically animated skeletons. It adopts a group of such horrors and its very presence temporarily empowers them. This is why the skeletons keep it around instead of hacking it to pieces as they would any other living thing. On top of that, frame mimics develop a supernatural stubbornness that can only be called boneheaded. So powerful is this force of will, that it mends their wounds as they plough forward against deadly spells. Frame Mimic Medium Monstrosit...

Brocade Mimic

The masked bard in gaudy attire was strumming away when the bar fight started. It kept playing even as chairs broke and mugs flew. Not one strum was missed even when blood was spilled. Then someone grew sick of the racket and stuck a hand ax into the bard's neck...with a wooden thunk. The fancy vest exploded with teeth, tentacles, and eyes. Then there was the color spray... The first brocade mimic lurked in the rafters of a bard college. Instead of eating a future player, it learned alongside them and caught a passion for the arts. Of course, it could have become an instrument but that wasn't quite grand enough. The mimic became a set of fancy clothes and was worn out the front doors. Sometimes it and its spawn become a bard's best friend. sometimes it pilots a dead one around for a bit, and other times it takes over a mannequin to strike out on its own. No matter how, the show must always go on. Brocade Mimic Medium Monstrosity (shapechanger), neutral ...

Yoke Mimic

Something tore apart the bandits you've been tracking, but it's not obvious what chewed and in some cases melted them. Maybe there's a wyrmling in the area? Either way, all that remains alive in the camp is a pair of oxen burdened by their cart. Though, they are quite nonplussed given the violence that must have occurred around them. Surely these simple beasts couldn't be the case of the carnage, could they? As you ponder this, the oxen start plodding away, pulling the cart of goods with them. Trying to stop them was the logical thing to do... their yoke coming undone with twin, yawning mouths not so logical. You know what that means... initiative rolls, please. Relatively benign, for a mimic, the yoke mimic was cultivated by an industrious farmer. They didn't see the point of wasting an animal that came into their care, even a strange monstrosity such as this one. It became a valuable tool not only to get fields plowed, but also kept the animals attached to it d...