A neftulian horror inspired by that it was created to destroy, Technogestalt. These entities consist of dozens or hundreds of undead like zombies and skeletons, moaning as one. But while such a horde would have no purpose besides spreading out and attacking the living, the swarm acts as one single being. The result is a notion of tactics such as falling back, targeting specific individuals and tactically sound formations. The necromantic swarm perverts the ley lines created by the relations of many people in life to generate a single creature with many bodies in death. The latter even regenerate and rise again, unless they're burned or the entity's core is identified: an edjo on the chest of one of them. Destroying it undoes the swarm.
To distinguish between a necromantic swarm and other groups of undead, watch the equipment: a swarm usually doesn't carry rusty weapons, but has protections and weapons grafted on its bodies: clubs and rocks tied to the hands and plates of iron or wood nailed on the bones.
Necromantic Swarm
Huge swarm of medium undead, neutral evil
Armor Class 15
Hit Points 255 (30d10 + 90)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10(0) | 16 (+3) | 3 (-4) | 10 (0) | 5 (-3) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life but can't speak.
Challenge 5
- Edjo Core. This is a magic tattoo inscribed upon the skin of one of the swarm's undeads. If destroyed, the swarm's regeneration stops and it dies. It has 60 hit points and CA 20, the same resistances and immunities of the necromantic swarm, as well as the regeneration trait. It requires a Investigation test with DC 16 to be noticed.
- Regeneration. The necromantic swarm regains 10 hit points at the start of its turn. If it takes fire damage, this trait doesn't function at the start of the swarm's next turn. The necromantic swarm dies if it starts its turn with 0 hit points and doesn't regenerate.
- 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 undead.
ACTIONS
- Club and Stone Attacks. Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 30 (4d8 + 12) bludgeoning damage.
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