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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.

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