An Exquisite Corpse is an undead creature raised through necromantic magic to retain its beauty from life, but is driven mad with a desire to destroy beauty in others. It will use its charming appearance and social skills to lure in attractive or charismatic people before grappling and draining their life essence. Those killed rise as zombies under the corpse's control.
An Exquisite Corpse is an undead creature raised through necromantic magic to retain its beauty from life, but is driven mad with a desire to destroy beauty in others. It will use its charming appearance and social skills to lure in attractive or charismatic people before grappling and draining their life essence. Those killed rise as zombies under the corpse's control.
An Exquisite Corpse is an undead creature raised through necromantic magic to retain its beauty from life, but is driven mad with a desire to destroy beauty in others. It will use its charming appearance and social skills to lure in attractive or charismatic people before grappling and draining their life essence. Those killed rise as zombies under the corpse's control.
Exquisite Corpse Created from Necromantic spells similar
to those used to raise a zombie. These undead are special as
they are imbued with preservative magic that allows them to keep their fluid movement and most important, their beauty. The power that raises them also drives them mad and drives these fiends to feast on the flesh of beautiful mortals. Never sated, Exquisite Corpses are doomed to serve the dark powers that brought them into undeath, jealous of anything appealing to the eye and wanting to destroy it. Devourers of Beauty: The beauty an Exquisite Corpse possessed in life is still present, but with it is a yearning to destroy any winsomeness it sees in the truly living. When confronted by a truly attractive or charismatic person, the corpse must consume it. First charming it with its magic and appearance, then clutching it in its deadly grasp until it is no longer. It will attack charismatic enemies first and foremost over uncharismatic, yet more dangerous foes. Undead Nature: An Exquisite Corpse doesn't require air or sleep. Exquisite Corpse Medium Humanoid (Human) Chaotic Evil Armor Class: 13 Hit Points: 37 (5d8+15) Speed: 30 Strength Dexterity Constitution Intelligence Wisdom Charisma 13 (+1) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 18 (+4) Saving Throws: Wis +0 Damage Immunities: Poison Condition Immunities:Poison Skills: Athletics +5, Deception +8, Persuasion +6 Senses: darkvision 60, Passive Perception 10 Languages: Any it spoke in life Challenge: 1 Special Traits False Appearance: The beautiful corpse seems to be a living creature that is extremely attractive. A successful DC15 Perception check allows the PC to determine the corpse is undead. Undead Fortitude: If damage reduces the corpse 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 corpse drops to 1 hit point instead. Actions Grapple: The target of the corpses grapple must be no more than one size larger than it, and must be within its reach. Using at least one free hand, it makes a grapple check, +5 vs. the targets Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses which). If the corpse succeeds, it subjects the target to the Grappled condition. The corpse can release the target whenever it likes (no action required). A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the corpses +5 Athletics check. When the corpse moves, it can drag or carry the grappled creature along, but its speed is halved, unless the creature is two or more sizes smaller. Slam: (Unarmed): Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Weapon: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning (mace)/ piercing (spear) slashing (hand axe) damage. Charm: The corpse targets one creature it can see and that can see it within 30 feet. The target must succeed on a DC 14 save or be charmed by the corpse. The charmed target treats the corpse as a trusted friend and ally, although not under the corpses control, treats its requests and actions as favorably as it can, and is a willing party to the corpses Embrace attack. Each time the corpse or the corpse's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the corpse is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Embrace: The corpse embraces a charmed target and kisses it, draining its life essence and regaining half that amount to its own hit points. The corpse can also use this attack against a grappled, incapacitated, or restrained target. If the target is unwilling and conscious, the corpse must make a melee attack at a +3 to hit, reach 5 ft., one target. Hit: 1d6+4 hit points of Necrotic damage to the target and the target must make a DC 10 save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the corpses control, unless the humanoid is restored to life or its body is destroyed. The corpse can have no more than eight zombies under its control at one time.
Zombie Throng Huge
Humanoid (Undead Swarm) Chaotic Evil Armor Class: 8 Hit Points: 76 (9d8+27) Speed: 20 Strength Dexterity Constitution Intelligence Wisdom Charisma 18 (+4) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Damage Resistances: bludgeoning, piercing, slashing Damage Immunities: Poison Condition Immunities: Poisoned Senses darkvision 60 ft., Passive Perception 8 Languages: understands Common but can't speak Challenge: 2 Special Traits Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium creature. The swarm can't regain hit points or gain temporary hit points. Actions Multiattack. The zombie throng can attack any creature adjacent to it with a slam attack or a grab attack once as a bonus action. Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 bludgeoning damage. Grab. Melee Weapon Attack: +3 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). If the target is hit with another attack while grappled, they must make a DC 14 Dexterity save or fall prone. Mob of Crushing Blows. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6 + 4 bludgeoning damage and the target must make a DC 14 Dexterity save or be knocked prone. Ghoul Medium Undead Chaotic Evil Armor Class: 12 Hit Points: 22 (5d8) Speed: 30 Strength Dexterity Constitution Intelligence Wisdom Charisma 13 (+1) 15 (+2) 10 (0) 7 (-2) 10 (0) 6 (-2) Damage Immunities: poison Condition Immunities: charmed, exhaustion, poisoned Senses: darkvision 60ft., passive Perception 10 Languages: Common Challenge: 1 (200 XP) Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Skeleton Medium Undead Lawful Evil Armor Class: 13 (armor scraps) Hit Points: 13 (2d8+4) Speed: 30 Strength Dexterity Constitution Intelligence Wisdom Charisma 10 (0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities: bludgeoning Damage Immunities: poison Condition Immunities: exhaustion, poisoned Senses: darkvision 60ft., Passive Perception 9 Languages: Understands Common but can't speak Challenge 1/4 (50 XP) Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5, one target. Hit: 1d6 + 2 piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 1d6 + 2 piercing damage.