Skip to main content

The Tombrobbed




Long kept on display in the Royal Museum, this preserved giant's corpse was pulled out of a tarpit with a great of its blackened flesh attached. At the time, it was thought to have been an esteemed member of a now-defunct tribe of giants that once ruled the region. Ever since Death swept the Region, it is a lumber pile of oozing tar, hunger, and a great deal more rotting flesh that is not its own. Each creature it absorbs adds more 'muscle' mass to the giant zombie, their warped, slick bodies filling out the regal form that once was.


-Records of the Charnel House

The Tombrobbed

Large undead (zombie), neutral evil

Armor Class 8

Hit Points 133 (14d10 + 56)

Speed 20ft

Str 14 ex 6 Con 18 Int 6 Wis 13 Cha 5

Saving Throws Wis +4

Condition Immunities exhaustion, poisoned

Damage Vulnerabilities fire

Damage Resistances necrotic

Damage Immunities poison

Senses darkvision 60 ft., passive Perception 11

Languages understands Giant but can't speak

Challenge 5 (1,800 XP)

Absorb.

The zombie attempts to absorb a Medium or smaller creature it is grappling with. The creature must succeed on a DC 15 Strength save or be Absorbed. The absorbed creature can't breathe, is restrained, and takes 10 (3d6) necrotic damage at the start of each of the zombie's turns. When the zombie moves, the engulfed creature moves with it.


An absorbed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the zombie. Another creature within 5ft may use its action to pull an absorbed creature free with a successful DC 15 Strength Check. If that creature fails this check by 5 or more, however, it is subject to the zombie's Adhesive trait.

Adhesive.

The zombie adheres to anything that touches it. A Huge or smaller creature adhered to the zombie is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage.

Tar Pit.

Any time a creature strikes the zombie with a melee weapon, they must succeed on a DC 15 Strength save or be disarmed as the weapon becomes stuck in the zombie's muck. Even after the zombie is destroyed, it takes a DC 15 Strength test to pull the weapon free.

Undead Fortitude.

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

Actions

Multiattack.

The zombie makes two attacks.

Slam.

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. In addition, the creature is subject to the zombie's Adhesive trait.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...