Perhaps almost single-handedly responsible for the fell reputation of undead, these dangerous creatures are created by malevolent fiends inhabiting the corpses of recently-killed humanoids. They delight in causing fear, confusion, and pain, and often get distracted by opportunities for havoc, rather than accomplishing their goals.
MALIGN CORPSE Medium undead, chaotic evil Armour Class 14 (armour scraps) Hit Points 37 (5d8 + 15) Speed 30ft. Str 15 (+2); Dex 16 (+3); Con 16 (+3); Int 7 (-2); Wis 10 (+0); Cha 10 (+0) Proficiency bonus +2 Damage Vulnerabilities radiant Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60ft., passive Perception 10 Languages Abyssal, Common Challenge 2 (450 XP) Divine Resistance. A malign corpse has advantage on saving throws against divine magic spells (such as a cleric, druid, paladin or ranger) and effects including channel divinity attempts, if they allow a saving throw. Passion for Suffering. A malign corpse regains 5 (1d10) hit points at the start of its turn if it is within 30 feet of a creature that is blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, restrained, or unconscious. ACTIONS Martial weapon. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) bludgeoning, piercing, or slashing damage. REACTIONS Vile Blasphemy. If a malign corpse is the subject of a spell or effect (including turn undead) from a divine caster that it can see within 60 feet, it can use its reaction to force the caster to make a Wisdom saving throw (DC 12) or suffer 5 (2d4) psychic damage and have disadvantage on the next saving throw it makes before the end of its next turn. This effect functions only if the caster can hear the malign corpse, though it does not need to understand it. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
May 2022
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