View Full Version : D&D 5e/Next Carrion Corpse

2018-11-23, 12:54 AM
Carrion Corpse
Medium Undead, Unaligned
Armor Class 7
Hit Points 34 (4d8+16)
Speed 20'


12 (+1)
4 (-3)
18 (+4)
2 (-4)
10 (0)
6 (-2)

Damage Immunity Poison
Condition Immunities Poisoned, Exhausted
Senses Blindsense 30', Passive Perception 10
Languages Understands the languages its creator spoke, but cannot speak
Challenge X
Blind A Carrion Corpse is blind, other than its Blindsense.

Gruesome Demise When slain, a Carrion Corpse explodes as if it used Detonate, save that the radius is 5' instead of 10'.

Slam Melee Weapon Attack: +3 to-hit, reach 5', one target. Hit: 1d4+1 (3) bludgeoning damage.

Detonate The Carrion Corpse explodes in a shower of gore and vermin. All creatures within 10' of the Carrion Corpse must make a DC 14 Constitution saving throw, taking 2d6 (7) poison damage on a failed save and becoming poisoned for one minute, with a new save to shake off the condition at the end of each of their turns. A successful save nullifies all damage and effects. In addition, living creatures in the 10' radius must make an additional DC 14 Dexterity saving throw or become covered in biting, stinging, and all-around nasty vermin, taking 3d4 (7) piercing damage on a failed save or 2d4 (5) on a success. The vermin stay on, biting, scratching, and stinging, dealing the same damage at the start of each of the victim's turns. As an action, the victim can repeat the save, reducing the damage by 1d4 for each success. The vermin are considered gone and the effect over when the damage reaches 0. Note that this action destroys the Carrion Corpse.

Headlong Rush The Carrion Corpse moves 60' to 80' in a straight line. This action also consumes all the Carrion Corpses movement.

A Carrion Corpse is really dumb. As such, it's usually directed to do one of two things:

One: Rush forward in a straight line until it "sees" something, and then explode at it.

Two: Stay in place until it "sees" something, run at it, and explode.