Mountain of Corpses
Huge Monstrosity, Chaotic Evil
- Armor Class 15
- Hit Points 250 (20d12+120)
- Speed 50 ft., burrow 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-2) 22 (+6) 4 (-3) 5 (-3) 5 (-3)
- Saving Throws Str +9, Con +11, Wis +2, Cha +2
- Skills Athletics +9, Intimidation +7, Perception +2
- Damage Resistances Bludgeoning, Piercing, Slashing
- Damage Immunities Poison, Necrotic
- Condition Immunities Charmed, Frightened, Grappled, Petrified, Poisoned, Prone, Restrained
- Senses blindsight 60 ft., passive perception 12
- Languages none
- Challenge 15 (13,000 XP)
Ceaseless. When the Mountain is killed, fifteen Tar Zombies erupt from its corpse.
Consume. Every time the Mountain kills a medium or larger creature that is not an undead or a construct or starts its turn within 10 feet of a corpse of such a creature, it consumes the body and gains strength, gaining power depending on how many corpses it contains. The Mountain can hold the corpses of 15 creatures.
For each corpse it contains, it gains 40 current and maximum hp and a +1 bonus to all ability checks, saving throws, and attack rolls. If the Mountain dies, the corpses within it can be pulled free.
Falling Apart. When the Mountain is 40 or more hit points below its maximum hit points, it looses a corpse which cannot be reconsumed. In addition, various parts of its body slough off, creating 1d4 Tar Zombies in the closest unoccupied spaces next to itself which immediately fall prone. This also occurs every 24 hours that the Mountain does not consume a corpse.
Magical Weapons. The Mountain's attacks are considered magical for the purposes of overcoming resistances.
Actions
Multiattack. The Mountain makes three attacks with its bite. It can replace one of its attacks to make either a slam attack or use its belch remains.
Bite. Melee Weapon Attack: +9 to hit, Range 5ft., one target. Hit 20 (3d10 + 4) piercing damage.
Roar (Recharge 6, requires at least 5 corpses contained). The Mountain lets off a roar, forcing creatures within 90 feet of the Mountain that are not Tar Zombies to make a DC 18 Wisdom saving throw. On failure, a creature takes 36 (6d8) psychic damage and become stunned until the end of the Mountain's next turn. On success, a creature takes half as much damage and is not stunned. Any creature reduced to 0 hp by this attack will not die, and instead will walk towards the Mountain and be instantly consumed, moving its full movement speed towards the Mountain each turn.
Slam (Requires at least 10 corpses contained). Melee Weapon Attack: +9 to hit, Range 10ft., one target. Hit 59 (10d10 + 4) bludgeoning damage.
Belch (Recharge 4-6, requires at least 10 corpses contained). The Mountain chooses a point up to 50 feet away, launching remains of previous victims and debris it has consumed. Each creature within 20 feet of that point must make a DC 17 Dexterity saving throw, taking 40 (8d8 + 4) slashing damage on failure or half as much on success.
Mountain of Corpses
The Mountain of Corpses was created by a foolish necromancer who used incredible magic to create the strongest undead creature in existence. What it has become is no longer truly undead, and it has become a true monstrosity. Simply laying your eyes on it is enough to cause a normal person to die of shock. But don't die don't die you cant die you cant let it-
Built Upon Hundreds. The Mountain of Corpses is made up of hundreds of once dead bodies, now somewhat alive, making up it's horrendous shape. Every body is wrapped up in a black tar like substance that seems to function as it's skin.
Incredible Growth. The Mountain of Corpses grows in strength rapidly as it continues to consume. Should it be allowed to devour an entire town of people, it would become nearly unstoppable. Should it ever learn to fly, the world would forever live in fear of the Mountain of Corpses.
Art by: LMNas
Creature inspired heavily by the Mountain of Smiling Bodies anomaly in the game, Lobotomy Corp.
Optional Additional Mountain Traits
Improved Roar. Any creature that hears the roar and can see the mountain must make the wisdom saving throw (even if they are outside of the 90 foot radius). Creatures that fail this save do not take any damage, but are still stunned until the start of the mountain's next turn.Mountain Chain. When the mountain has 5 or more corpses within it, it gains an additional huge body attached to its rear. The body segment is considered part of the same creature and cannot be separated from it by any means. In the same way a third body segment forms when it has at least 10 corpses within it. These segments dissolve into tar should the requisite corpses leave its body.
World Ender. Consume no longer has a limit on the number of corpses the Mountain may contain. Pray for the world, for it does not have long once the Mountain finds its first town.
Tar Zombie
Tar zombies are typically byproducts of the Mountain of Corpses, appearing to be covered in a black tar-like substance that drips down their body, but leave behind no remnants. They can sometimes be created as a failed attempt to make a Mountain. The eerie smile they always seem to have from the dripping tar is enough to send shivers down anyone's back.
Tar Zombie
Medium undead, chaotic evil
- Armor Class 8
- Hit Points 37 (5d8 + 15)
- Speed 20 ft.
STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Wis +0
- Damage Immunities Poison, Necrotic
- Condition Immunities Frightened, Poisoned
- Senses Darkvision 60 ft., passive Perception 8
- Languages Understands All Languages It Spoke In Life But Can't Speak
- Challenge 2 (450 XP)
Child of the Mountain. The tar zombie has advantage on attack rolls against creatures within 15 feet of a Mountain of Corpses.
Purpose, to Remain. If the Mountain that the tar zombie was created by is killed, the tar zombie will increase its speed to 40 feet and can only use its action to dash or dodge. If 24 hours pass after the Mountain that created it dies, it will seek out other tar zombies. If at least five join together, a new Mountain will form with half of the original Mountain's max hit points. If it does not rejoin, it dies after another 24 hours passes.
Actions
Tar Grab. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage. The target is grappled (escape DC 15). Until the grapple ends, the target is Restrained and has disadvantage on Strength Checks and Strength Saving Throws.
Apex Mountain of Corpses
The mountain, while terrifying, was generally a failure of necromancy as it was no longer an undead due to its terrible nature and couldn't be controlled by the necromancers which created it. So, much effort was put into a more stable mountain which wouldn't have as much terrifying growth beyond control. This mountain is born will all the strength it needs, no longer needing to consume so many to grow powerful.
Apex Mountain of Corpses
Gargantuan Undead, Unaligned
- Armor Class 13
- Hit Points 186 (12d20+60)
- Speed 50 ft., burrow 50 ft.
STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 20 (+5) 4 (-3) 5 (-3) 5 (-3)
- Saving Throws Str +11, Con +10, Wis +2, Cha +2
- Skills Athletics +11, Intimidation +7, Perception +2
- Damage Resistances Bludgeoning, Piercing, Slashing
- Damage Immunities Poison, Necrotic
- Condition Immunities Charmed, Frightened, Grappled, Petrified, Poisoned, Prone, Restrained
- Senses blindsight 60 ft., passive perception 12
- Languages none
- Challenge 15 (13,000 XP, or 20,000 XP after its first Ceaseless Rampage, and 30,000 XP after its second)
Ceaseless Rampage (2/day). If the Mountain would be reduced to 0 hit points, its current hit point total instead resets to 150 hit points, it recharges any action with a recharge, and it regains any expended uses of Legendary Resistance.
The first time this occurs in a day, the Mountain can now take 4 legendary actions and can use the Bite and Fathomless Maw options in the "Mythic Actions" section for 1 hour. Award a party an additional 7,000 XP (20,000 XP total) for defeating the Mountain after its first Ceaseless Rampage activates.
The second time this occurs in a day, the Mountain can now take 5 legendary actions the Mountain can now use the Slough and Reckless Consumption options in the "Mythic Actions" section for 1 hour. Award a party an additional 10,000 XP (30,000 XP total) for defeating the Mountain after its second Ceaseless Rampage activates.
Falling Apart. When the Mountain takes at least 40 damage in a single turn, 1d4 Tar Zombies fall from it in the closest unoccupied spaces next to itself which immediately fall prone.
Legendary Resistance (2/Day). If the Mountain fails a saving throw, it can choose to succeed instead.
Magical Weapons. The Mountain's attacks are considered magical for the purposes of overcoming resistances.
Actions
Multiattack. The mountain makes one Bite attack, then can make two attacks with its Slash.
Belch (Recharge 5-6). The Mountain chooses a point up to 50 feet away, launching remains of the corpses that stitch it together and debris. Each creature within 20 feet of that point must make a DC 16 Dexterity saving throw, taking 51 (10d8 + 6) slashing damage on failure or half as much on success.
Bite. Melee Weapon Attack: +11 to hit, Range 15 ft., one target. Hit 28 (4d10 + 6) piercing damage.
Roar (Recharge 6). The Mountain lets off a roar, forcing creatures within 90 feet of the Mountain that are not Tar Zombies to make a DC 18 Wisdom saving throw. On failure, a creature takes 36 (6d8) psychic damage and become stunned until the end of the Mountain's next turn. On success, a creature takes half as much damage and is not stunned.
Slam. Melee Weapon Attack: +11 to hit, Range 5 ft., one target. Hit 61 (10d10 + 6) bludgeoning damage.
Slash. Melee Weapon Attack: +11 to hit, Range 10 ft., one target. Hit 20 (4d6 + 6) piercing damage.
Legendary Actions
The Mountain can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Mountain regains spent legendary actions at the start of its turn.
Attack. The Mountain makes one Slash attack.
Spew (Costs 2 Actions). The Mountain spews sticky tar in a 15-foot cone. Any creature in that area must make a DC 16 Dexterity saving throw or become restrained until the end of the Mountain's next turn. The area becomes difficult terrain for all creatures except the Mountain and Tar Zombies.
Embolden (Costs 2 Actions). The Mountain lets out a cry, strengthening its minions. Any Tar Zombie within 30 feet of the Mountain gains resistance to all damage until the start of the Mountain's next turn.
Mythic Actions
If the Mountain's Ceaseless Rampage trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The Mountain makes one Bite attack.
Fathomless Maw. The Mountain turns its many eyes and mouths to a creature who's turn is about to begin. The creature must make a DC 17 Wisdom saving throw or become frightened of the Mountain until the end of its turn.
Slough (Costs 2 Actions). The Mountain lets some corpses fall from it, causing 2d4 Tar Zombies fall from it in the closest unoccupied spaces next to itself which immediately fall prone.
Reckless Consumption (Costs 2 Actions). The Mountain consumes a Tar Zombie within 10 feet of itself, recharging one of its actions.