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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.

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