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<blockquote data-quote="the Jester" data-source="post: 4508527" data-attributes="member: 1210"><p><strong><span style="font-size: 18px">CHARNEL BEASTS</span></strong></p><p> </p><p>Charnel beasts are undead monstrosities composed of a combination of multiple dead bodies, though in some cases, the living can be entombed within them to die a terrifying, suffocating death.</p><p></p><p><strong><span style="font-size: 15px">CHARNEL HOUND--- Level 13 Soldier</span></strong></p><p>A charnel hound is a huge mass of corpses that have formed together in the shape of a great hound. Vicious and relentless, charnel hounds are eager to add more bodies to their own form- sometimes over-eager.</p><p></p><p>Huge natural animate (undead)--- XP 800</p><p>---</p><p>Initiative +12; Senses Perception +6; darkvision</p><p>HP 129; Bloodied 64</p><p>AC 29; Fortitude 27; Reflex 25; Will 24</p><p>Immune disease, poison; Resist necrotic 10; Vulnerable radiant 10</p><p>Speed 8</p><p>---</p><p><strong>[Melee basic] Bite</strong> (standard; at will): +20 vs. AC; 2d8+6 damage.</p><p></p><p><strong>[Melee] Absorb Body</strong> (immediate interrupt; when the charnel hound drops an adjacent enemy to 0 hit points; at will) <strong>Healing, Necrotic:</strong> The charnel hound attempts to add the target to its own body. +18 vs. Fortitude; Hit: 2d6+6 necrotic damage, the charnel hound regains 20 hit points, the target is restrained in the charnel hound’s space and moves with it (escape ends), and it takes ongoing 10 necrotic (save ends). The target can be rescued by an adjacent ally that makes an Athletics check against the charnel hound’s Fortitude defense, or an Acrobatics check against its Reflex defense.</p><p>---</p><p>Alignment chaotic evil; Languages -</p><p>Str 23; Dex 19; Wis 11</p><p>Con 17; Int 3; Cha 18</p><p></p><p></p><p><strong><span style="font-size: 15px">CORPSE CHARGER --- Level 15 Skirmisher</span></strong></p><p>A corpse charger is an animate undead horse composed of a multitude of different parts of corpses sewn grotesquely into shape. Corpse chargers are sometimes used as mounts by foul creatures, such as death knights and Drow.</p><p>Large natural animate (mount, undead)--- XP 1200</p><p>---</p><p>Initiative +16; Senses Perception +10</p><p>HP 146; Bloodied 73</p><p>AC 29; Fortitude 27; Reflex 29; Will 25</p><p>Immune disease, poison; Resist necrotic 10; Vulnerable radiant 10</p><p>Speed 9</p><p>---</p><p><strong>[Melee basic] Smashing Hooves</strong> (standard; at will): +20 vs. AC; 2d6+5 damage, plus the target is knocked prone.</p><p></p><p><strong>[Melee] Frightful Charge</strong> (standard; while mounted by a friendly rider of 15th or higher level; at will) <strong>Fear, Mount:</strong> When the corpse charger’s rider makes a charge attack, any enemy struck is pushed 1 square and suffers a -2 to attack rolls (save ends) in addition to any other effects of the hit.</p><p>---</p><p>Alignment chaotic evil; Languages -</p><p>Skills Athletics +17, Endurance +16</p><p>Str 20; Dex 24; Wis 16</p><p>Con 18; Int 3; Cha 16</p><p></p><p></p><p><strong><span style="font-size: 15px">NECRONAUT--- Level 22 Brute</span></strong></p><p>A necronaut is a small tower or ziggurat composed entirely of corpses. It moves quickly, carried by dozens of undead legs, and attacks with long, angular hands made from the bones and sinew of the constituent corpses that make up the necronaut.</p><p></p><p>Gargantuan shadow animate (undead)--- XP 4,150</p><p>---</p><p>Initiative +13; Senses Perception +15; blindsense 12</p><p>HP 254; Bloodied 127</p><p>AC 34; Fortitude 36; Reflex 29; Will 31</p><p>Immune disease, poison; Resist necrotic 20; Vulnerable radiant 15</p><p>Speed 8</p><p>---</p><p><strong>[Melee basic] Rotting Blow</strong> (standard; at will) <strong>Necrotic:</strong> Reach 3; +25 vs. AC; 2d6+8 damage plus 2d6 necrotic damage. </p><p></p><p><strong>[Melee] Corpse Trample</strong> (standard; recharge 5 6): The necronaut moves up to its speed and can move into enemy spaces. The movement provokes opportunity attacks, and the necronaut must end its move in unoccupied space. When it enters an enemy’s space, the necronaut makes an attack: +23 vs. Reflex; 4d10+8 damage, and the target is knocked prone.</p><p><strong></strong></p><p><strong>Assimilate Corpse</strong> (minor; at will) <strong>Healing, Necrotic:</strong> The necronaut adds an adjacent corpse to its substance and regains 30 hit points.</p><p>---</p><p>Alignment chaotic evil Languages Common</p><p>Str 28 Dex 14 Wis 18</p><p>Con 24 Int 8 Cha 16</p></blockquote><p></p>
[QUOTE="the Jester, post: 4508527, member: 1210"] [B][SIZE="5"]CHARNEL BEASTS[/SIZE][/B] Charnel beasts are undead monstrosities composed of a combination of multiple dead bodies, though in some cases, the living can be entombed within them to die a terrifying, suffocating death. [B][SIZE="4"]CHARNEL HOUND--- Level 13 Soldier[/SIZE][/B] A charnel hound is a huge mass of corpses that have formed together in the shape of a great hound. Vicious and relentless, charnel hounds are eager to add more bodies to their own form- sometimes over-eager. Huge natural animate (undead)--- XP 800 --- Initiative +12; Senses Perception +6; darkvision HP 129; Bloodied 64 AC 29; Fortitude 27; Reflex 25; Will 24 Immune disease, poison; Resist necrotic 10; Vulnerable radiant 10 Speed 8 --- [B][Melee basic] Bite[/B] (standard; at will): +20 vs. AC; 2d8+6 damage. [B][Melee] Absorb Body[/B] (immediate interrupt; when the charnel hound drops an adjacent enemy to 0 hit points; at will) [B]Healing, Necrotic:[/B] The charnel hound attempts to add the target to its own body. +18 vs. Fortitude; Hit: 2d6+6 necrotic damage, the charnel hound regains 20 hit points, the target is restrained in the charnel hound’s space and moves with it (escape ends), and it takes ongoing 10 necrotic (save ends). The target can be rescued by an adjacent ally that makes an Athletics check against the charnel hound’s Fortitude defense, or an Acrobatics check against its Reflex defense. --- Alignment chaotic evil; Languages - Str 23; Dex 19; Wis 11 Con 17; Int 3; Cha 18 [B][SIZE="4"]CORPSE CHARGER --- Level 15 Skirmisher[/SIZE][/B] A corpse charger is an animate undead horse composed of a multitude of different parts of corpses sewn grotesquely into shape. Corpse chargers are sometimes used as mounts by foul creatures, such as death knights and Drow. Large natural animate (mount, undead)--- XP 1200 --- Initiative +16; Senses Perception +10 HP 146; Bloodied 73 AC 29; Fortitude 27; Reflex 29; Will 25 Immune disease, poison; Resist necrotic 10; Vulnerable radiant 10 Speed 9 --- [B][Melee basic] Smashing Hooves[/B] (standard; at will): +20 vs. AC; 2d6+5 damage, plus the target is knocked prone. [B][Melee] Frightful Charge[/B] (standard; while mounted by a friendly rider of 15th or higher level; at will) [B]Fear, Mount:[/B] When the corpse charger’s rider makes a charge attack, any enemy struck is pushed 1 square and suffers a -2 to attack rolls (save ends) in addition to any other effects of the hit. --- Alignment chaotic evil; Languages - Skills Athletics +17, Endurance +16 Str 20; Dex 24; Wis 16 Con 18; Int 3; Cha 16 [B][SIZE="4"]NECRONAUT--- Level 22 Brute[/SIZE][/B] A necronaut is a small tower or ziggurat composed entirely of corpses. It moves quickly, carried by dozens of undead legs, and attacks with long, angular hands made from the bones and sinew of the constituent corpses that make up the necronaut. Gargantuan shadow animate (undead)--- XP 4,150 --- Initiative +13; Senses Perception +15; blindsense 12 HP 254; Bloodied 127 AC 34; Fortitude 36; Reflex 29; Will 31 Immune disease, poison; Resist necrotic 20; Vulnerable radiant 15 Speed 8 --- [B][Melee basic] Rotting Blow[/B] (standard; at will) [B]Necrotic:[/B] Reach 3; +25 vs. AC; 2d6+8 damage plus 2d6 necrotic damage. [B][Melee] Corpse Trample[/B] (standard; recharge 5 6): The necronaut moves up to its speed and can move into enemy spaces. The movement provokes opportunity attacks, and the necronaut must end its move in unoccupied space. When it enters an enemy’s space, the necronaut makes an attack: +23 vs. Reflex; 4d10+8 damage, and the target is knocked prone. [B] Assimilate Corpse[/B] (minor; at will) [B]Healing, Necrotic:[/B] The necronaut adds an adjacent corpse to its substance and regains 30 hit points. --- Alignment chaotic evil Languages Common Str 28 Dex 14 Wis 18 Con 24 Int 8 Cha 16 [/QUOTE]
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