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Swaying Carcass




Hooded in death and still strung to a non-existent tree, these unsettling undead drift through the air with claws outstretched. Their feet dangle without support, their bodies rigid with death, and their heads lolling on broken necks. Swaying carcasses seek to catch the living, hold them fast, and suck the breath from their lungs. The apparitions channel this life energy back to the fiend responsible for their unjust demise so it might claim more victims.

Swaying Carcass

Medium undead, neutral evil

Armor Class 14 (natural armor)

Hit Points 45 (7d8 + 14)

Speed 15ft

Fly 30ft (hover)

Str 16 Dex 15 Con 15 Int 10 Wis 15 Cha 13

Saving Throws Con +7, Wis +9

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities poison

Condition Immunities poisoned, prone

Sensesblindsight 60 ft. (blind beyond this radius), passive Perception 14

Languages -

Challenge 3 (700 XP)

Spectral Coils.

All living creatures that begin its turn within 10ft of the swaying carcass must succeed on a DC 12 Dexterity save or be Restrained until the end of their turn.

Actions

Multiattack.

The swaying carcass makes two attacks.

Claws.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Steal Breath.

Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 9 (2d8) necrotic damage. In addition, the creature must succeed on a DC 12 Constitution save or be Stunned until the end of its next turn.

Reactions

Funnel Life.

After successfully dealing damage with its Steal Breath attack, the swaying carcass may channel necrotic energy into a fiend it can see within 60ft. That fiend regains 1d8 hit points.

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