Marker
Huge object
- Armor Class 22
- Hit Points 300
- Damage Resistances cold, fire, lightning
- Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunites blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, prone, stunned, restrained, unconscious
Object. The marker automatically fails Strength and Dexterity saving throws, and it is immune to effects that require other saves.
Persistent Influence. When the marker is reduced to 0 hit points, it crumbles into dust and leaves behind 11 (2d10) shards. Each shard is a Tiny object with AC 19, 27 hit points, and immunity to psychic and poison damage. Each shard has the Dead Space, and Necromorph Genesis effects, but the radius of both is reduced to 5 feet. If the marker is reduced to 0 hit points by a spell or effect that would disintegrate it, it leaves no shards behind. When the marker and all of its shards are destroyed, all Necromorphs within 10 miles of it and its shards are immediately destroyed and reduced to a pile of inanimate sludge. If the sludge is brought within 40 feet of another marker, it reconstitutes into the Necromorph it once was, regaining all its hit points and becoming active again.
Effects
Dead Space. Necromorphs cannot willingly move within 15 feet of the marker and if one targets a creature within that area with an attack it must first make a DC 18 Wisdom saving throw. On a failed save, the Necromorph loses the attack.
Dementia. For each 1 hour period a creature spends within 1 mile of the marker, the creature must make a DC 10 Wisdom saving throw (Constructs and Undead automatically succeed). On a failed save, the creature suffers one level of dementia. If an already demented creature spends another 1 hour period within the presence of the marker, the DC of the saving throw increases as described below. For every 1 hour period a demented creature does not spend within the presence of a marker, its dementia level is reduced by 1 to a minimum of 1. Unless targeted by a greater restoration spell or similar effect, the creature will always have at least 1 level of dementia, but that level of dementia is suppressed while not in the presence of a marker.
Level Next Wisdom DC Effect 1 12 The creature has difficulty sleeping and constantly has dreams of inky black and oily shadows. The creature takes an extra 4 hours to gain the benefits of finishing a long rest. 2 14 The creature begins showing signs of paranoia, having feelings of being watched. The creature has disadvantage on all Charisma based ability checks and gains a form of short-term madness. 3 16 The creature suffers extreme paranoia. The creature has disadvantage on Wisdom and Charisma checks and gains a form of long-term madness. 4 18 The creature begins to hallucinate, seeing visions of loved ones regardless of if they are dead or alive. The creature can see through the illusion with a successful DC 17 Intelligence (Investigation) or Wisdom (Perception) check. 5 20 The creature begins to hear voices that issue simple commands. If the creature does not immediately follow the command, it takes 11 (2d10) psychic damage. 6 22 The voices in the creature's head speak to it often and it begins to agree with what they're saying. The creature is charmed and gains a form of indefinite madness. 7 N/A The creature becomes a thrall under the control of the markers and brethren moons. Only the wish spell can free the thrall from this control. The thrall feels an overwhelming urge to build more markers and spread their influence.
Necromorph Genesis. Any corpse that remains within 40 feet of the marker for 1 hour rises as a Necromorph at the end of that hour. The type of Necromorph is chosen at random by the GM, as long as it is the same size or smaller than the corpse. At the GM's discretion, if multiple corpses are within close proximity to each other in that area, they may fuse together and rise as a larger type of necromorph, such as a brute, pregnant, tripod, or other type of Necromorph.
Necromorphs
Necromorphs are mutated corpses reshaped into horrific new forms by a recombinant extraterrestrial infection derived from a genetic code etched into and transmitted by the Markers. The resulting creatures are extremely aggressive and will attack any uninfected organism on sight.
The sole purpose of all Necromorphs is to acquire more bodies to convert and spread the infection. They are believed to be the heralds of humanity's ascension by certain Unitologists and individuals suffering from Marker Dementia, but on a more practical level, they are the extremely dangerous result of the exposure of dead tissue to the Markers' signal.
The Necromorphs are controlled via the Markers by a group of entities known as the Brethren Moons, which are massive, highly intelligent beings created after a Convergence Event is initiated by a Marker. The Necromorphs' motivations are to create a mass of necrotic flesh that can be collected by the Markers during Convergence with the intention of creating another Brethren Moon, perpetuating the Moons' galaxy-wide cycle of extinction.
Infection, Recombination, and Reanimation. The generation of a Necromorph begins with the Markers. These structures broadcast a highly concentrated electromagnetic signal that alters any dead tissue in range on a cellular level, converting it into pure Necromorph tissue and re-animating the corpse of the host organism. Necromorphs are structurally held together by the signal, and will degenerate into an "organic soup" in its absence. This signal also affects the minds of any nearby intelligent life forms, usually manifesting in them as dementia, resulting in homicidal/suicidal actions, essentially setting the stage for the coming Necromorph infection. Additionally, the Markers' pulse can also imprint a self-replicating signal containing blueprints in the minds of suitable individuals, thus leading them to create Red Markers and spread the contagion.
The infection is also spread directly through the Necromorph pathogen – that is, the reanimated cells created by the Markers and which compose the Necromorphs. Typically, the infection is passed on to new host bodies via specialized Necromorphs such as Infectors or Swarms. As the Necromorph pathogen infects only necrotic tissue, living victims who come into contact with it typically do not undergo transformation unless it is inserted directly into their bodies, in which case they will undergo a gradual transformation and may even transform into exceptionally powerful Necromorphs capable of regenerating severed appendages in a matter of seconds. Living victims who ingest Necromorph tissue in large quantities may eventually grow sick and transform into a unique, Wendigo-like form of Necromorph known as the Feeder.
Once the host is dead, the recombinant properties of the infection take hold. The process is extraordinarily rapid, and predictably violent. Cellular functions go into a self-destructive overdrive, creating new biologically active compounds which are then metabolized by reanimated flesh to fuel further mutations. Bones are broken, put together in new configurations, or reshaped into entirely new forms.
The transformation can take place in a matter of seconds, and the process generates tremendous amounts of heat. More often than not, the violently spasming corpses become so hot that stagnant blood begins to boil in the veins and arteries, rupturing the skin. Formerly vital organs (such as parts of the digestive system) that are no longer needed are broken down and turned into additional musculature, giving all Necromorphs increased physical strength.
While Slashers are overall the most common type of Necromorph, the creature created during infection largely depends on location and circumstance. For example, Lurkers are usually created from the infant-like organ banks used for medical transplants, human-born infants or, in other cases, dogs, while Guardians are created from hosts who have been affixed to the Corruption. However, some Necromorphs are clearly composed of more than one human (see Brute or Tripod), which is an indication that some form of intelligence is at work allocating biomass for specific use.
The Corruption
Hazard
The Corruption is an encrusting mass of Necromorph tissue typically found wherever there has been an outbreak, growing and spreading with the Marker signal. A patch of corruption typically covers a 10-foot square, and its area increases by 10 feet in all directions, spreading up walls and across ceilings, every 1d4 hours if it is within 5 miles of an active Marker.
Corruption is difficult terrain for non-Necromorph creatures. When a non-Necromorph creature moves onto corruption for the first time on a turn, it must succeed on a DC 12 Dexterity (Acrobatics) check or fall prone.
A necromorph that starts its turn on a patch of corruption increases its speed by 10 feet until the start of its next turn.
Each 10-foot square of corruption has AC 10, 15 hit points, vulnerability to fire, and immunity to cold, bludgeoning, piercing, poison, and psychic damage. A patch of corruption regains all its hit points on initiative count 10 (losing initiative ties).
A patch of corruption has a 25 percent chance of growing a cyst every 1d6 hours. A cyst is a Tiny Object (AC 10; 5 hit points; vulnerability to fire damage; resistance to cold damage; immunity to psychic and poison damage) and can't be moved.
A cyst constantly makes a wheezing coughing sound which can be detected with a successful DC 12 Wisdom (Perception) check.
A creature that moves anywhere within 5 feet of an undisturbed cyst without first making a DC 16 Dexterity (Stealth or Sleight of Hand, as determined by the GM) check to move subtly, disturbs it.
When a cyst is disturbed, it spits an organic pod at the creature that disturbed it, forcing it and each creature within 5 feet of it to make a DC 14 Dexterity saving throw. On a failed save, a creature takes 9 (2d8) acid damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The cyst is then destroyed.
Slasher
Medium undead (necromorph), chaotic evil
- Armor Class 11
- Hit Points 52 (7d8 + 21)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages —
- Challenge 2 (450 XP)
Sever the Limbs. The slasher has five limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the slasher:
Legs x2 (AC 13; 10 hit points each): One leg is severed from the slasher if it has any legs left. If the slasher loses one or both legs, it falls prone. If it has both arms, it can crawl at half its speed. With only one arm, it can still crawl, but its speed is reduced by 5 feet.
Arms x2 (AC 15; 10 hit points each): One arm is severed from the slasher if it has any arms left. Each time the slasher loses an arm, it loses a Blade attack.
Head (AC 16; 10 hit points): The slasher is decapitated. If its head is severed, the slasher loses its Bite attack and it is blinded and deafened.
With no arms or legs it dies.Turn Immunity. The slasher is immune to effects that turn undead.
Undead Nature. The slasher doesn't require air, food, drink, or sleep.
Actions
Multiattack. The slasher makes two Blade attacks. If both attacks hit the same Medium or smaller creature, the target is grappled (escape DC 12), and the slasher can make one Bite attack against it.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the slasher. Hit: 7 (2d4 + 2) piercing damage.
Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing or slashing damage (slasher's choice).
Bonus Actions
Aggressive. The slasher moves up to its speed toward a hostile creature that it can see.
Fodder
Medium undead (necromorph), chaotic evil
- Armor Class 11
- Hit Points 52 (7d8 + 21)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages —
- Challenge 1 (200 XP)
Sever the Limbs. The fodder has eight limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the fodder:
Legs x2 (AC 13; 5 hit points each): One leg is severed from the fodder if it has any legs left. If the fodder loses one or both legs, it falls prone and grows three tentacles. If it has both arms, it can crawl at half its speed. With only one arm, it can still crawl, but its speed is reduced by 5 feet.
Arms x2 (AC 15; 5 hit points each): One arm is severed from the fodder if it has any arms left. Each time the fodder loses an arm, it loses an Axe attack. If the fodder loses both arms, its torso splits open and it grows three tentacles.
Tentacles x3 (AC 13; 5 hit points): One tentacle is severed from the fodder if it has any tentacles left. If it loses all of its tentacles, the fodder loses its Tentacle and Spike attacks.
Head (AC 16; 5 hit points): The fodder is decapitated. If its head is severed, the fodder is blinded and deafened.
With no arms, legs, or tentacles, it dies.Turn Immunity. The fodder is immune to effects that turn undead.
Undead Nature. The fodder doesn't require air, food, drink, or sleep.
Actions
Multiattack. The fodder makes two Axe attacks.
Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spike. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Leaper
Medium undead (necromorph), chaotic evil
- Armor Class 13
- Hit Points 52 (7d8 + 21)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages —
- Challenge 3 (700 XP)
Pounce. If the leaper moves at least 20 feet straight toward a creature and then hits it with a Tail attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the leaper can make one Bite attack against it as a bonus action.
Sever the Limbs. The leaper has four limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the leaper:
Tail (AC 15; 10 hit points): The leaper's tail is severed. If its tail is severed, the leaper loses its Tail attack and Standing Leap trait.Arms x2 (AC 16; 10 hit points each): One arm is severed from the leaper if it has any arms left. If the leaper is missing an arm, it's speed is halved and it loses the Aggressive bonus action. If the leaper is missing an arm and its tail, it loses the Pounce trait. If the leaper loses both arms, it falls prone. If it has one arm and its tail, it can crawl at half its speed. With only one arm, it can still crawl, but its speed is reduced by 5 feet.
Head (AC 17; 10 hit points): The leaper is decapitated. If its head is severed, the leaper is blinded and deafened.
With no arms or tail it dies.Standing Leap. The leaper's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Turn Immunity. The leaper is immune to effects that turn undead.
Undead Nature. The leaper doesn't require air, food, drink, or sleep.
Actions
Multiattack. The leaper makes two Tail attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing or slashing damage (leaper's choice).
Bonus Actions
Aggressive. The leaper moves up to its speed toward a hostile creature that it can see.
Lurker
Tiny undead (necromorph), chaotic evil
- Armor Class 13
- Hit Points 21 (6d4 + 6)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 12 (+1) 3 (-4) 6 (-2) 5 (-3)
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages —
- Challenge 1 (200 XP)
Sever the Limbs. The lurker has four limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the lurker:
Tentacles x3 (AC 15; 5 hit points each): One tentacle is severed from the lurker if it has any tentacles left. If allits tentacles are severed, the lurker loses its Tentacle and Spike attacks.
Head (AC 15; 5 hit points): The lurker is decapitated. If its head is severed, the lurker is blinded and deafened.
With no head or tentacles it dies.Spider Climb. The lurker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap. The lurker's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Turn Immunity. The lurker is immune to effects that turn undead.
Undead Nature. The lurker doesn't require air, food, drink, or sleep.
Actions
Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Spike. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Ubermorph
Large undead (necromorph), chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 147 (14d10 + 70)
- Speed 30 ft.
STR DEX CON INT WIS CHA 21 (+5) 13 (+1) 21 (+5) 3 (-4) 12 (+1) 5 (-3)
- Saving Throws Str +10, Con +10, Wis +6
- Damage Resistances cold, necrotic, psychic
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 11
- Languages —
- Challenge 14 (11,500 XP)
Regenerate. When the ubermorph is reduced to 15 hit points or fewer, it falls prone and is incapacitated. While incapacitated in this way, the ubermorph regains 50 hit points at the start of each of its turns. When the ubermorph returns to its hit point maximum it regrows any missing limbs, and is no longer incapacitated. If the ubermorph is reduced to ashes or dust this trait ceases to function.
Sever the Limbs. The ubermorph has five limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the ubermorph:
Legs x2 (AC 18; 20 hit points each): One leg is severed from the ubermorph if it has any legs left. If the ubermorph loses one or both legs, it falls prone. If it has both arms, it can crawl at half its speed. With only one arm, it can still crawl, but its speed is reduced by 5 feet.
Arms x2 (AC 19; 20 hit points each): One arm is severed from the ubermorph if it has any arms left. Each time the ubermorph loses an arm, it loses a Bladed Limb attack and its Stab attack.
Head (AC 17; 20 hit points): The ubermorph is decapitated. If its head is severed, the ubermorph is blinded and deafened.Turn Immunity. The ubermorph is immune to effects that turn undead.
Undead Nature. The ubermorph doesn't require air, food, drink, or sleep.
Actions
Multiattack. The ubermorph makes two Bladed Limb attacks. If both attacks hit the same Medium or smaller creature, the target is grappled (escape DC 18), and the ubermorph can make one Stab attack against it.
Bladed Limb. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 +5) piercing or slashing damage (ubermorph's choice). This attack scores a critical hit on a roll of 18 to 20.
Stab. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature grappled by the ubermorph. Hit: 23 (4d8 + 5) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice. The target must make a DC 18 Constitution saving throw, losing 26 (4d12) hit points due to blood loss on a failed save, or half as many hit points on a successful one. If a creature fails the saving throw by 5 or more its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws until it receives magical healing.
Bonus Actions
Aggressive. The ubermorph moves up to its speed toward a hostile creature that it can see.
Rampage. After the ubermorph reduces a creature to 0 hit points with a melee attack on its turn, the ubermorph moves up to half its speed and makes a Bladed Limb attack.
Reactions
Slow but Purposeful. When the ubermorph is subjected to an effect that would move it out of its current space or knock it prone, it is neither moved nor knocked prone.
Vengeful Strike. In response to a necromorph being reduced to 0 hit points within 30 feet of the ubermorph, the ubermorph makes one Bladed Limb attack.
Twitcher
Medium undead (necromorph), chaotic evil
- Armor Class 14
- Hit Points 75 (10d8 + 30)
- Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 19 (+4) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Dex +10, Con +6, Wis +1
- Skills Athletics +6, Acrobatics +7
- Damage Resistances cold, necrotic
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages —
- Challenge 5 (1,800 XP)
Blurred Movement. Attack rolls against the twitcher have disadvantage unless it is incapacitated or its speed is 0.
Evasion. If the twitcher is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't incapacitated.
Grappler. The twitcher has advantage on attack rolls against any creature grappled by it.
Reckless. At the start of its turn, the twitcher can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Sever the Limbs. The twitcher has five limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the twitcher:
Legs x2 (AC 16; 14 hit points each): One leg is severed from the twitcher if it has any legs left. If the twitcher loses one or both legs, it falls prone. If it has both arms, it can crawl at half its speed. With only one arm, it can still crawl, but its speed is reduced by 5 feet.
Arms x2 (AC 17; 14 hit points each): One arm is severed from the twitcher if it has any arms left. Each time the twitcher loses an arm, it loses a Blade attack.
Head (AC 16; 14 hit points): The twitcher is decapitated. If its head is severed, the twitcher loses its Bite attack and it is blinded and deafened.
With no arms or legs it dies.Turn Immunity. The twitcher is immune to effects that turn undead.
Undead Nature. The twitcher doesn't require air, food, drink, or sleep.
Actions
Multiattack. The twitcher makes two Blade attacks. If both attacks hit the same Medium or smaller creature, the target is grappled (escape DC 16), and the twitcher can make two Bite attacks against it.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature grappled by the twitcher. Hit: 10 (2d6 + 3) piercing damage.
Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing or slashing damage (twitcher's choice).
Bonus Actions
Aggressive. The twitcher moves up to its speed toward a hostile creature that it can see.
Speed Boost (Recharge 5-6). The twitcher's speed doubles until the end of its next turn and it does not provoke opportunity attacks.
Reactions
Vengeful Strike. In response to a necromorph being reduced to 0 hit points within 30 feet of the twitcher, the twitcher makes one Blade attack.
Divider
Medium undead (necromorph), chaotic evil
- Armor Class 12 (natural armor)
- Hit Points 67 (9d8 + 27)
- Speed 25 ft.
STR DEX CON INT WIS CHA 17 (+3) 8 (-1) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages —
- Challenge 4 (1,100 XP)
Components. When the divider is reduced to 0 hit points, it splits into five components; one head, two arms, and two legs. Each component acts on the divider's initiative. Each component has the statistics of a divider, except for the following: it is Tiny, it has AC 8, 10 hit points, its speed is 15 feet, it doesn't have a challenge rating, and the only actions it can take are the Reanimate action, and an attack determined by which component it is.
Head. The head component can make one Choke attack, except it has a reach of 5 feet instead of 15, can only grapple a Medium or smaller creature, and the component attaches to the target.
The attached component moves with the target whenever the target moves, requiring none of the component's movement. The component can detach itself by spending 5 feet of its movement on its turn. As an action, a creature within reach of the component can try to detach it, doing so with a successful DC 13 Strength check.
Arm. An arm component can make one Claw attack at disadvantage.
Leg. A leg component can make one Claw attack at disadvantage, the attack deals bludgeoning damage instead of slashing damage.
If the divider is subjected to an effect that cuts off one or more of its limbs (e.g. a Sword of Sharpness, Vorpal Sword etc.) the divider takes no additional damage and the limb is cut off and immediately becomes a component. Additionally, the divider is immune to any spell or effect that would kill it instantaneously without dealing damage.Turn Immunity. The divider is immune to effects that turn undead.
Undead Nature. The divider doesn't require air, food, drink, or sleep.
Actions
Multiattack. The divider makes two Claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Choke. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target can't breathe or speak and takes 10 (2d6 + 3) bludgeoning damage at the start of each of the divider's turns. A creature reduced to 0 hit points by this damage is decapitated and dies if it can't survive without that head.
Reanimate (Components Only). The component attaches to the corpse of a Small or Medium creature. At the start of the component's next turn, it burrows into and replaces one of the corpse's limbs and reanimates it. The reanimated creature has the same statistics it did in life, except it is Undead, its alignment is Chaotic Evil, and it acts on the component's initiative. The reanimated creature transforms into a new divider after 1d4 hours. If a corpse animated by the head component is reduced to 15 hit points or fewer, it can use its reaction to make a ranged weapon attack (+5 to hit) against a creature of the component's choice within 30 feet of it. On a hit, the target takes 10 (2d6 + 3) bludgeoning damage, and the component attaches to the target. While attached, the component can't attack, the target can't breathe or speak, and at the start of each of the component's turns, the target takes 10 (2d6 + 3) bludgeoning damage. On a hit or miss, the reanimated corpse dies.
The attached component moves with the target whenever the target moves, requiring none of the component's movement. The component can detach itself by spending 5 feet of its movement on its turn. As an action, a creature within reach of the component can try to detach it, doing so with a successful DC 13 Strength check.Reactions
Divide and Conquer. In response to dropping to 15 hit points or fewer, the divider reduces itself to 0 hit points, and all of its components immediately move up to their speed without provoking opportunity attacks, and take the Dodge action.
Brute
Large undead (necromorph), chaotic evil
- Armor Class 20 (natural armor)
- Hit Points 230 (20d10 + 120)
- Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA 23 (+6) 11 (+0) 23 (+6) 3 (-4) 4 (-3) 10 (+0)
- Saving Throws Str +11, Con +11
- Skills Athletics +11
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 7
- Languages —
- Challenge 14 (11,500 XP)
Sever the Limbs. The brute has five limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the brute:
Legs x2 (AC 21; 45 hit points each): One leg is severed from the brute if it has any legs left. If the brute loses one or both legs, it falls prone. If it has both arms, it can crawl at half its speed. With only one arm, it can still crawl, but its speed is reduced by 5 feet.
Arms x2 (AC 22; 45 hit points each): One arm is severed from the brute if it has any arms left. Each time the brute loses an arm, it loses a Fist attack.
Head (AC 20; 45 hit points): The brute is decapitated. If its head is severed, the brute loses its Bite and Pod Bomb attacks and it is blinded and deafened.
With no arms or legs it dies.Siege Monster. The brute deals double damage to objects and structures.
Sturdy. The brute has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Turn Immunity. The brute is immune to effects that turn undead.
Undead Nature. The brute doesn't require air, food, drink, or sleep.
Actions
Multiattack. The brute makes two Fist attacks. If both attacks hit the same Medium or smaller creature, the target is grappled (escape DC 19), and the brute can make one Bite attack against it.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the brute burrowed at least 20 feet straight toward the target immediately before the hit, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
Pod Bomb. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 18 (4d8) acid damage. Each creature within 5 feet of the target must make a DC 19 Dexterity saving throw or take the same damage on a failed save, or half as much damage on a successful one.
Curl Up. The brute curls up into a ball. Until it uncurls, it gains a +4 bonus to its AC, immunity to nonmagical bludgeoning, piercing and slashing damage, resistance to magical bludgeoning, piercing, and slashing damage and is restrained. It can uncurl as a bonus action on its turn.
Hideous Rend. The brute uses both of its claws to target one Large or smaller creature it can see within 5 feet of itself. The target must succeed on a DC 19 Dexterity saving throw or be grappled (escape DC 19). Until this grapple ends, the brute can't make Fist attacks, and the target takes 50 (8d10 + 6) bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage is ripped into two pieces.
Trampling Charge. The brute moves up to its speed in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature's space during this move, that creature must succeed on a DC 19 Dexterity saving throw or take 22 (3d10 + 6) bludgeoning damage and be pushed up to 40 feet and knocked prone.
Bonus Actions
Aggressive. The brute moves up to its speed toward a hostile creature that it can see.
Rampage. After the brute reduces a creature to 0 hit points with a melee attack on its turn, the brute moves up to half its speed and makes a Bladed Limb attack.
Reactions
The brute can take up to two reactions per round but only one per turn.
Retaliation. When the brute takes damage, it makes one Fist attack against a hostile creature within its reach.
Slow but Sturdy. When the brute is subjected to an effect that would move it out of its current space or knock it prone, it is neither moved nor knocked prone.
Tripod
Large undead (necromorph), chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 207 (19d10 + 114)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 23 (+6) 11 (+0) 23 (+6) 3 (-4) 14 (+2) 10 (+0)
- Saving Throws Str +11, Con +11
- Skills Athletics +11, Perception +7
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses blindsight 15 ft., darkvision 60 ft., passive Perception 17
- Languages —
- Challenge 15 (13,000 XP)
Sever the Limbs. The tripod has four limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the tripod:
Arms x2 (AC 17; 50 hit points each): One arm is severed from the tripod if it has any arms left. If the tripod loses an arm, it loses a Slam attack and it's speed is halved, it loses its Deadly Leap bonus action, and it loses its Standing Leap trait. If the tripod loses both arms, it's speed becomes 0 and it falls prone.
Head (AC 20; 50 hit points): The tripod is decapitated. If its head is severed, the tripod is blinded and deafened.
Tongue (AC 20; 50 hit points): The tripod's tongue is severed. If the tongue is severed it loses its Tongue attack.
With no arms or tongue it dies.Siege Monster. The tripod deals double damage to objects and structures.
Spider Climb. The tripod can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap. The tripod's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.
Sturdy. The tripod has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Turn Immunity. The tripod is immune to effects that turn undead.
Undead Nature. The tripod doesn't require air, food, drink, or sleep.
Actions
Multiattack. The tripod makes two Slam attacks and one Tongue attack.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the tripod moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tripod can make one Snatch attack against it as a bonus action.
Snatch. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: The target is grappled (escape DC 16) if it is Medium or smaller. Until this grapple ends, the tripod can't make Snatch attacks, and when it moves, it can drag the grappled creature with it, without the tripod's speed being halved.
Tongue. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage. If the target is a creature, it must make a DC 19 Constitution saving throw, losing 18 (4d8) hit points due to blood loss on a failed save, or half as many hit points on a successful one. If a creature fails the saving throw by 5 or more its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws until it receives magical healing.
Bonus Actions
Deadly Leap (Recharge 4-6). The tripod leaps up to 40 feet in any direction, provided its speed isn't 0. It then lands on its feet in a space that contains one or more other creatures. Each of those creatures must make a DC 19 Strength or Dexterity saving throw (target's choice). On a failed save, a creature takes 24 (4d8 + 6) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage, isn't knocked prone, and is pushed 5 feet out of the tripod's space into the nearest unoccupied space. If no unoccupied space is within range, the creature instead falls prone in the tripod's space.
Puker
Medium undead (necromorph), chaotic evil
- Armor Class 11
- Hit Points 52 (7d8 + 21)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages —
- Challenge 2 (450 XP)
Acidic Blood. When the puker takes damage other than poison or psychic, each creature within 5 feet of it takes 9 (2d8) acid damage.
Sever the Limbs. The puker has five limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the puker:
Legs x2 (AC 13; 10 hit points each): One leg is severed from the puker if it has any legs left. If the puker loses one or both legs, it falls prone. If it has both arms, it can crawl at half its speed. With only one arm, it can still crawl, but its speed is reduced by 5 feet.
Arms x2 (AC 15; 10 hit points each): One arm is severed from the puker if it has any arms left. Each time the puker loses an arm, it loses a Claw attack.
Head (AC 16; 10 hit points): The puker is decapitated. If its head is severed, the puker loses its Acid Spit attack and Acid Stream action and it is blinded and deafened, and it sprays acid in a 10-foot radius sphere centered on it. Each creature in that area must succeed on aDC 13 Dexterity saving throw or be covered in acid. A creature can use its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns.
With no arms or legs it dies.Turn Immunity. The puker is immune to effects that turn undead.
Undead Nature. The puker doesn't require air, food, drink, or sleep.
Actions
Multiattack. The puker makes two Claw attacks. If both attacks hit the same Medium or smaller creature, the target is grappled (escape DC 12), and the puker regurgitates acid on it. The target takes 9 (2d8) acid damage and is covered in acid. A creature covered in acid takes 7 (2d6) acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash off the acid that covers it.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Acid Spit. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 13 (3d8) acid damage. If the target is a creature, it is covered in acid. A creature covered in acid takes 7 (2d6) acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash off the acid that covers it.
Acid Stream (Recharge 5-6). The puker regurgitates acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) acid damage and is covered in acid. A creature covered in acid takes 7 (2d6) acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash off the acid that covers it. On a successful save, a creature takes half as much damage and isn't covered in acid.
Infector
Medium undead (necromorph), chaotic evil
- Armor Class 14
- Hit Points 45 (6d8 + 18)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages —
- Challenge 3 (700 XP)
Glide. When the infector falls and isn't incapacitated, it can subtract up to 100 feet from the fall when calculating falling damage, and it can move up to 2 feet horizontally for every 1 foot it descends.
Sever the Limbs. The infector has three limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the infector:
Proboscis (AC 17; 15 hit points): The infector's proboscis is severed. If its proboscis is severed, the infector loses its Proboscis attack and Infect bonus action.
Talons x2 (AC 15; 15 hit points each): One talon is severed from the infector if it has any talons left. If the infector is missing a talon, it's speed is halved. If the infector loses both talons, it falls prone. Each time the infector loses a talon, it loses a Talon attack.
With no proboscis or talons it dies.Spider Climb. The infector can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap. The infector's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Turn Immunity. The infector is immune to effects that turn undead.
Undead Nature. The infector doesn't require air, food, drink, or sleep.
Actions
Multiattack. The infector makes two Talon attacks. If both attacks hit the same Medium or smaller creature, the target is grappled (escape DC 15), and the infector can make one Proboscis attack against it.
Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature that is grappled by the infector. Hit: 11 (2d6 + 4) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Bonus Actions
Infect (Recharge 5-6). Immediately after the infector hits a target with a Proboscis attack, the infector can force that target to make a DC 18 Constitution saving throw. On a failed save, the target is infected with a disease called necromorph corruption. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) at the start of each of its turns. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a fodder, leaper, or slasher if it was Medium, a packmate if it was Small, or a lurker if it was Tiny. Only a wish spell can reverse the transformation.
Pod
Tiny undead (necromorph), chaotic evil
- Armor Class 10 (natural armor)
- Hit Points 3 (1d4 + 1)
- Speed 0 ft.
STR DEX CON INT WIS CHA 8 (-1) 1 (-5) 12 (+1) 1 (-5) 6 (-2) 1 (-5)
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
- Languages —
- Challenge 0 (10 XP)
Death Burst. When the pod dies, it explodes in a burst of acid. Each creature within 5 feet of the pod must succeed on a DC 11 Dexterity saving throw or take 4 (1d8) acid damage.
Sever the Limbs. The pod has one tentacle. The tentacle can be attacked and destroyed (AC 12; 1 hit point; immunity to poison and psychic damage). Destroying the tentacle kills the pod.
Turn Immunity. The pod is immune to effects that turn undead.
Undead Nature. The pod doesn't require air, food, drink, or sleep.
Actions
Tentacle. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage.
Spike. Ranged Weapon Attack: +1 to hit, range 10/30 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
Swarm of Swarmers
Medium Swarm of Tiny undead (necromorph), chaotic evil
- Armor Class 13
- Hit Points 27 (5d8 + 5)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 12 (+1) 1 (-5) 10 (+0) 1 (-5)
- Damage Resistances bludgeoning, piercing, slashing
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
- Languages —
- Challenge 2 (450 XP)
Make Us Whole. If the swarm starts its turn in the same space as a dead creature that is Medium or smaller, the corpse is transformed, and rises as a fodder at the end of the swarm's turn.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny scrap of flesh. The swarm can't regain hit points or gain temporary hit points.
Turn Immunity. The swarm is immune to effects that turn undead.
Undead Nature. The swarm doesn't require air, food, drink, or sleep.
Actions
Swarm. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, swarmers burrow into its body, and the creature takes 3 (1d6) piercing damage at the start of each of its turns. Any creature can use an action to kill or remove the swarmers with fire or a weapon that deals piercing damage, causing 1 damage of the appropriate type to the target. A creature reduced to 0 hit points by the swarm's piercing damage dies.
Packmate
Small undead (necromorph), chaotic evil
- Armor Class 13
- Hit Points 10 (3d6)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 10 (+0) 3 (-4) 6 (-2) 5 (-3)
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages —
- Challenge 1/2 (100 XP)
Pack Tactics. The packmate has advantage on an attack roll against a creature if at least one of the packmate's allies is within 5 feet of the creature and the ally isn't incapacitated.
Turn Immunity. The packmate is immune to effects that turn undead.
Undead Nature. The packmate doesn't require air, food, drink, or sleep.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the packmate attaches to the target. While attached, the packmate has advantage on attacks against the target, and the target's speed is reduced by 10 feet for each packmate attached to it if it is Medium or smaller.
The attached packmate moves with the target whenever the target moves, requiring none of the packmate's movement. The packmate can detach itself by spending 5 feet of its movement on its turn. As an action, a creature within reach of the packmate can try to detach it, doing so with a successful DC 13 Strength check.
Feeder
Medium undead (necromorph), chaotic evil
- Armor Class 13
- Hit Points 13 (3d8)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 10 (+0) 3 (-4) 6 (-2) 5 (-3)
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses blindsight 15 ft., darkvision 60 ft., passive Perception 8
- Languages —
- Challenge 1 (200 XP)
Light Sensitivity. While in bright light, the feeder has disadvantage on attack rolls, ability checks, and saving throws, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The feeder has advantage on an attack roll against a creature if at least one of the feeder's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sensitive Hearing. The feeder has advantage on Wisdom (Perception) checks that rely on hearing, and has disadvantage on saving throws to avoid being deafened.
Turn Immunity. The feeder is immune to effects that turn undead.
Undead Nature. The feeder doesn't require air, food, drink, or sleep.
Actions
Multiattack. The feeder makes two Claw attacks. If both attacks hit the same Medium or smaller creature, the target is grappled (escape DC 15), and the feeder can make one Bite attack against it.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature that is grappled by the feeder. Hit: 10 (2d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Pregnant
Large undead (necromorph), chaotic evil
- Armor Class 14 (natural armor)
- Hit Points 102 (12d10 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Str +7, Con +6
- Damage Resistances cold, necrotic
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages —
- Challenge 7 (2,900 XP)
Bloated Belly. The pregnant has a large bloated belly. The belly can be attacked and destroyed (AC 8; 15 hit points; immunity to poison and psychic damage; vulnerability to piercing damage). Destroying the belly deals no damage to the pregnant. The belly also breaks when the pregnant dies. When the belly is destroyed it bursts and releases two swarms of swarmers which appear in unoccupied spaces within 5 feet of the pregnant and act immediately after the pregnant in the initiative order.
Reckless. At the start of its turn, the pregnant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Sever the Limbs. The pregnant has five limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the pregnant:
Legs x2 (AC 15; 14 hit points each): One leg is severed from the pregnant if it has any legs left. If the pregnant loses one or both legs, it falls prone. If it has both arms, it can crawl at half its speed. With only one arm, it can still crawl, but its speed is reduced by 5 feet.Arms x2 (AC 16; 14 hit points each): One arm is severed from the pregnant if it has any arms left. Each time the pregnant loses an arm, it loses a Blade attack and its Stab attack.
Head (AC 15; 14 hit points): The pregnant is decapitated. If its head is severed, the pregnant is blinded and deafened.
With no arms or legs it dies.Turn Immunity. The pregnant is immune to effects that turn undead.
Undead Nature. The pregnant doesn't require air, food, drink, or sleep.
Actions
Multiattack. The pregnant makes two Blade attacks. If both attacks hit the same Medium or smaller creature, the target is grappled (escape DC 16), and the pregnant can make two Stab attacks against it.
Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing or slashing damage (pregnant's choice). This attack scores a critical hit on a roll of 18 to 20 and rolls the damage dice of a crit three times, instead of twice.
Stab. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature grappled by the pregnant. Hit: 17 (2d12 + 4) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice. The target must make a DC 15 Constitution saving throw, losing 18 (4d8) hit points due to blood loss on a failed save, or half as many hit points on a successful one. If a creature fails the saving throw by 5 or more its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws until it receives magical healing.
Bonus Actions
Aggressive. The pregnant moves up to its speed toward a hostile creature that it can see.
Reactions
Vengeful Strike. In response to a necromorph being reduced to 0 hit points within 30 feet of the pregnant, the pregnant makes one Blade attack.
Stalker
Medium undead (necromorph), chaotic evil
- Armor Class 14
- Hit Points 60 (8d8 + 24)
- Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 19 (+4) 16 (+3) 7 (-2) 14 (+2) 5 (-3)
- Saving Throws Dex +10, Con +6, Wis +5
- Skills Athletics +6, Acrobatics +7
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 12
- Languages —
- Challenge 6 (2,300 XP)
Grappler. The stalker has advantage on attack rolls against any creature grappled by it.
Pack Tactics. The stalker has advantage on an attack roll against a creature if at least one of the stalker's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sever the Limbs. The stalker has four limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the stalker:
Legs x2 (AC 16; 14 hit points each): One leg is severed from the stalker if it has any legs left. If the stalker loses one or both legs, it falls prone. If it has both arms, it can crawl at half its speed. With only one arm, it can still crawl, but its speed is reduced by 5 feet.
Arms x2 (AC 17; 14 hit points each): One arm is severed from the stalker if it has any arms left. Each time the stalker loses an arm, it loses a Claw attack.
With no arms or legs it dies.Standing Leap. The stalker's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.
Turn Immunity. The stalker is immune to effects that turn undead.
Undead Nature. The stalker doesn't require air, food, drink, or sleep.
Actions
Multiattack. The stalker makes one Headbutt attack and two Claw attacks. If both Claw attacks hit the same Medium or smaller creature, the target is grappled (escape DC 16), and when the stalker moves, it can drag the grappled creature with it, without the stalker's speed being halved.
Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the stalker moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 5 feet away and knocked prone.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. This attack scores a critical hit on a roll of 18 to 20 and rolls the damage dice of a crit three times, instead of twice.
Bonus Actions
Aggressive. The stalker moves up to its speed toward a hostile creature that it can see.
Nimble Escape. The stalker takes the Disengage or Hide action.
Reactions
Uncanny Dodge. The stalker halves the damage that it takes from an attack that hits it. The stalker must be able to see the attacker.
Guardian
Medium undead (necromorph), chaotic evil
- Armor Class 10 (natural armor)
- Hit Points 45 (6d8 + 18)
- Speed 0 ft.
STR DEX CON INT WIS CHA 17 (+3) 1 (-5) 16 (+3) 1 (-5) 14 (+2) 1 (-5)
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned, prone
- Senses darkvision 60 ft., passive Perception 12
- Languages —
- Challenge 3 (700 XP)
Planted. The guardian isn’t affected by forced movement.
Sever the Limbs. The guardian has six limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the guardian:
Tendrils x5 (AC 13; 7 hit points each): One tendril is severed from the guardian if it has any tendrils left. Each time the guardian loses an tendril, it loses a Tendril attack.
Tentacle (AC 16; 8 hit points): The guardian's tentacle is severed. If its tentacle is severed, the guardian loses its Tentacle attack.
With no tendrils or tentacle it dies.Turn Immunity. The guardian is immune to effects that turn undead.
Undead Nature. The guardian doesn't require air, food, drink, or sleep.
Actions
Multiattack. The guardian makes five Tendril attacks. If three or more Tendril attacks hit the same Medium or smaller creature, the target is grappled (escape DC 13) and is pulled 5 feet towards the guardian, and the guardian can make one Tentacle attack against it.
Tendrils. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice. The target must make a DC 13 Constitution saving throw, losing 9 (2d8) hit points due to blood loss on a failed save, or half as many hit points on a successful one. If a creature fails the saving throw by 5 or more its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws until it receives magical healing.
Birth Pod. The guardian births a pod and ejects it from its stomach, the pod lands in an unoccupied space within 10 feet of the guardian and acts immediately after the guardian in the initiative order.
Reactions
Wail. When a creature is within 30 feet of the guardian, it emits a wail audible within 300 feet of it. The guardian continues to wail until the disturbance moves out of range and for 1d4 of the guardian's turns afterward.
Tormentor
Huge undead (necromorph), chaotic evil
- Armor Class 18 (natural armor)
- Hit Points 324 (24d12 + 168)
- Speed 50 ft., climb 50 ft., swim 40 ft.
STR DEX CON INT WIS CHA 24 (+7) 15 (+2) 24 (+7) 3 (-4) 18 (+4) 17 (+3)
- Saving Throws Str +13, Con +13
- Skills Athletics +13, Acrobatics +8, Perception +10
- Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses blindsight 30 ft., darkvision 120 ft. passive Perception 20
- Languages —
- Challenge 20 (25,000 XP)
Sever the Limbs. The tormentor has five limbs. Each limb can be attacked and destroyed (immunity to poison and psychic damage). Destroying a limb deals damage to the tormentor:
Claws x2 (AC 19; 62 hit points each): One claw is severed from the tormentor if it has any claws left. Each time the tormentor loses a claw, it loses a Claw attack.
Arms x2 (AC 20; 62 hit points each): One arm is severed from the tormentor if it has any arms left. Each time the tormentor loses an arm, it loses a Slam attack. If the tormentor loses one or both legs, it falls prone. If it has one arms, it can crawl at half its speed. With no arms, it can still crawl, but its speed is reduced by 5 feet.
Head (AC 19; 62 hit points): The tormentor is decapitated. If its head is severed, the tormentor loses its Bite attack and it is blinded and deafened.
With no arms or claws it dies.Siege Monster. The tormentor deals double damage to objects and structures.
Spider Climb. The tormentor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Turn Immunity. The tormentor is immune to effects that turn undead.
Undead Nature. The tormentor doesn't require air, food, drink, or sleep.
Actions
Multiattack. The tormentor makes two Slam attack, one Bite attack, and two Claw attacks. Or it makes three Bone Spike attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tormentor can’t bite another target. When the
grapple ends, the target must make a DC 21 Constitution saving throw. On a failed save, the target takes 25 (4d8 + 7) slashing damage and loses a limb, with the effect of such loss determined by the GM. On a successful save, the target takes half as much damage and doesn't lose a limb.
Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage. This attack scores a critical hit on a roll of 18 to 20 and rolls the damage dice of a crit three times, instead of twice. On a critical hit, the target must succeed on a DC 21 Constitution saving throw or have its throat slashed. While its throat is slashed, the creature begins to bleed, losing 9 (2d8) hit points at the start of each of its turns, and it can't breathe or speak. Any creature within reach of the target can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. The target does not regain the ability to speak unless it receives magical healing.
Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the tormentor moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 16 (3d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone and grappled (escape DC 17) if it is Medium or smaller.
Bone Spikes. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 16 (2d8 + 8) piercing damage. If the tormentor hits a creature twice with this attack in the same turn, and the creature is within 5 feet of a solid surface, the creature is restrained by spikes. As an action, the restrained target, or another creature within reach, can make a DC 16 Strength check, breaking free on a success.
Legendary Actions
The tormentor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tormentor regains spent legendary actions at the start of its turn.
Detect. The tormentor makes a Wisdom (Perception) check.
Move. The tormentor moves up to its speed without provoking opportunity attacks.
Claw. The tormentor makes one Claw attack.
Bone Spike (Costs 2 Actions). The tormentor makes two Bone Spike attacks.
Charge (Costs 2 Actions). The tormentor moves up to its speed without provoking opportunity attacks, then makes a Slam attack.
Abhorrent Roar (Costs 2 Actions). The tormentor looses a terrible scream audible within 300 feet. Each creature within 60 feet of the tormentor that can hear the scream must succeed on a DC 17 Wisdom saving throw or be frightened of the tormentor until the end of the tormentor's next turn.
Drag Tentacle
Huge undead (necromorph), chaotic evil
- Armor Class 14 (natural armor)
- Hit Points 84 (8d12 + 32)
- Speed 0 ft.
STR DEX CON INT WIS CHA 26 (+8) 1 (-5) 18 (+4) 1 (-5) 15 (+2) 1 (-5)
- Damage Vulnerabilities damage dealt by creatures in the hole that isn't poison or psychic
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, poisoned, prone
- Senses blindsight 10 ft., passive Perception 12
- Languages —
- Challenge 6 (2,300 XP)
Hole in the Wall. The tentacle's main body resides within a hole in the wall. The tentacle's main body isn’t affected by forced movement and has total cover against attacks and effects originating outside its hole. Instead of moving, the tentacle can extend itself up to 20 feet from the hole (no action required) on each of its turns, to a maximum of 80 feet from the hole. The tentacle can extend through any opening that is at least 2 feet wide. A creature that moves anywhere within 10 feet of the tentacle without first making a DC 17 Dexterity (Stealth) check to move subtly, alerts the tentacle to it's presence.
While extended, the tentacle can be attacked (AC 16; 42 hit points; immunity to poison and psychic damage). Destroying the tentacle deals damage to its main body, which can extrude a replacement tentacle at the end of a short or long rest.
Additionally, when a creature makes an attack againstthe tentacle with a weapon with the Explosive property, or throws a grenade at a point within 5 feet of the hole, it can attempt a DC 16 Dexterity check to launch the projectile down the tentacle's hole. On a success, the tentacle's main body and any creature within the hole automatically fails the saving throw, and takes twice as much damage.
Turn Immunity. The tentacle is immune to effects that turn undead.
Undead Nature. The tentacle doesn't require air, food, drink, or sleep.
Actions
Tentacle. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 19 (2d10 + 8) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until the grapple ends, the target is restrained, and the tentacle can't attack another target.
Retract. The tentacle pulls one creature it is grappling up to 20 feet toward the hole. If the creature is pulled into the hole, it is blinded, restrained, and can't breathe, it has total cover against attacks and other effects outside the hole, and it takes 14 (4d6) necrotic damage at the start of each of the tentacle's turns.
If the tentacle's main body dies, a creature in the hole is no longer restrained by it and can escape from the hole by using 20 feet of movement, exiting prone.Slam. The tentacle slams a creature it is grappling into a hard surface. The target takes 30 (4d10 + 8) bludgeoning damage and must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn.
Reactions
Retract. When a creature ends its turn grappled by the tentacle, the tentacle can use its Retract action.
Leviathan
Gargantuan undead (necromorph), chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 330 (20d20 + 120)
- Speed 0 ft.
STR DEX CON INT WIS CHA 27 (+8) 1 (-5) 23 (+6) 1 (-5) 17 (+3) 1 (-5)
- Saving Throws Str +14, Con +12, Wis +9
- Damage Vulnerabilities damage dealt by swallowed creatures that isn't poison or psychic
- Damage Resistances cold; damage dealt by creatures further than 30 feet from the leviathan
- Damage Immunities necrotic, poison, psychic
- Condition Immunities blinded, charmed, frightened, paralyzed, petrified, prone, unconscious
- Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13
- Languages —
- Challenge 19 (22,000 XP)
Attached. The leviathan isn’t affected by forced movement.
Food Storage. The leviathan rests at the bottom of the food storage of a starship. The food storage is room in the shape of a 20-foot radius cylinder that is 80 feet tall, and the area within the cylinder is zero gravity. A creature wearing mag boots can climb and move across the sides of the cylinder without needing to make an ability check, and leaving its hands free.
Grasping Tentacles. The leviathan can have up to three tentacles at a time. Each tentacle can be attacked (AC 17; 40 hit points; immunity to poison and psychic damage). Destroying a tentacle deals no damage to the leviathan, which can extrude a replacement tentacle at the end of its next turn. A tentacle can also be broken if a creature takes an action and succeeds on a DC 18 Strength check against it.
Hole In One. When a creature makes an attack against the leviathan with a weapon with the Explosive property, or throws a grenade at a point within 5 feet of the leviathan, it can attempt a DC 15 Dexterity check to launch the projectile down the leviathan's gullet. On a success, the leviathan and any creature swallowed by it automatically fails the saving throw, and takes twice as much damage.
Turn Immunity. The leviathan is immune to effects that turn undead.
Undead Nature. The leviathan doesn't require air, food, drink, or sleep.
Actions
Multiattack. The leviathan makes as many Tentacle attacks as it has tentacles and makes one Bite attack. It can make a Pod Bomb attack in place of two of these attacks, or it can use Tentacle Sweep in place of its Tentacle attacks
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. If the target is a Large or smaller creature grappled by the leviathan, or prone in zero gravity, that creature is swallowed, and the grapple ends. A swallowed creature is blinded, restrained, and can't breathe, it has total cover against attacks and other effects outside the leviathan, and it takes 28 (8d6) acid damage at the start of each of the leviathan's turns.
If the leviathan takes 50 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.Tentacle. Melee Weapon Attack: +14 to hit, reach 80 ft., one creature. Hit: 19 (2d10 + 8) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until the grapple ends, the target is restrained, and the leviathan can't use the same tentacle on another target.
Pod Bomb. Ranged Weapon Attack: +14 to hit, range 30/120 ft., one target. Hit: 22 (4d10) acid damage. Each creature within 5 feet of the target must make a DC 22 Dexterity saving throw or take the same damage on a failed save, or half as much damage on a successful one.
Miss: The bomb begins floating in an unoccupied space within 15 feet of the target. The bomb is a Medium Object (AC 10; 15 hit points; immunity to psychic and poison damage). If the bomb is reduced to 0 hit points, or touches a creature, object, or surface, it explodes. Each creature within 5 feet of the bomb must make a DC 22 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.Tentacle Sweep (Recharge 4-6). The leviathan sweeps one of its tentacles across the sides of the cylinder. Each creature within 5 feet of the side of the cylinder must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 41 (6d10 + 8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. If the saving throw fails by 5 or more, the creature is pushed up to 15 feet away from the side of the cylinder, and is left floating in zero gravity.
Bonus Actions
Reel. The leviathan pulls one creature grappled by it up to 25 feet straight toward it.
Slam. The leviathan slams a creature it is grappling into a hard surface. The target takes 30 (4d10 + 8) bludgeoning damage and must succeed on a DC 22 Constitution saving throw or be stunned until the end of its next turn.
Reactions
Catch Prey. In response to a creature moving within 30 feet of it, the leviathan immediately makes a Tentacle attack against the creature.
Hive Mind
Gargantuan undead (necromorph), chaotic evil
- Armor Class 21 (natural armor)
- Hit Points 444 (24d20 + 192)
- Speed 40 ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 27 (+8) 6 (-2) 20 (+5) 10 (+0)
- Saving Throws Str +18, Con +16, Cha +8
- Skills Athletics +18
- Damage Resistances acid, cold, fire, lightning, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities necrotic, poison
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15
- Languages —
- Challenge 28 (120,000 XP)
Grasping Tentacles. The hive mind can have up to four tendrils at a time. Each tendril can be attacked (AC 18; 30 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the hive mind, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 20 Strength check against it.
Hive Mind. All necromorphs are tied into a collective consciousness. The hive mind can see through the eyes of any necromorph, hear what it hears, telepathically communicate with it and can mentally command any necromorph within 10 miles. Additionally all necromorphs within 60 feet of the hive mind gain a +4 bonus to their AC and resistance to nonmagical bludgeoning, piercing, and slashing damage, and have advantage on all attacks unless the hive mind is incapacitated.
Siege Monster. The hive mind deals double damage to objects and structures.
Turn Immunity. The hive mind is immune to effects that turn undead.
Undead Nature. The hive mind doesn't require air, food, drink, or sleep.
Vulnerable Pustules (Recharges after a Short or Long Rest). When the hive mind is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, the damage causes yellow pustules to grow from its body. The hive mind has ten pustules: five on its chest, and five around its mouth. A pustule has an AC of 22 and 45 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If it finishes a short or long rest, the pustules deflate, any destroyed pustules regenerate, and the pustules recede again. The hive mind dies when all the pustules are destroyed.
Actions
Multiattack. The hive mind makes three Grasping Tendril attacks, uses Reel, and makes two Tentacle attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 46 (8d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the hive mind, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the hive mind, and it takes 42 (12d6) acid damage at the start of each of the hive mind's turns. If the hive mind takes 50 damage or more on a single turn from a creature inside it, the hive mind must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the hive mind. If the hive mind dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Grasping Tendril. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: The target is grappled (escape DC 20). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the hive mind can't use the same tendril on another target. If a target doesn't escape by the start of the hive mind's next turn, the hive mind can make one Bite attack against each creature grappled by it as a bonus action.
Tentacles. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and if the target is a creature, it is knocked prone.
Reel. The hive mind pulls each creature grappled by it up to 15 feet straight toward it.
Spawn (Recharge 6). The hive mind ejects pods from its body containing 4 (1d8) slashers and 2 (1d4) pregnants. These creatures appear in unoccupied spaces within 40 feet of the hive mind and act immediately after the hive mind in the initiative order.
Legendary Actions
The hive mind can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hive mind regains spent legendary actions at the start of its turn.
Move. The hive mind moves up to half its speed.
Tentacle Attack. The hive mind makes one Tentacle attack.
Tendril. The hive mind makes one Grasping Tendril attack or uses Reel.
Inhale (Costs 3 Actions). The hive mind inhales deeply. Each creature in a 60-foot cone must succeed on a DC 24 Strength saving throw or be pulled 30 feet towards it. The first creature that enters a space within 5 feet of the hive mind and can still be pulled more than 5 feet towards it is swallowed by it as if by its Bite attack.
Nexus
Gargantuan undead (necromorph), chaotic evil
- Armor Class 20 (natural armor)
- Hit Points 444 (24d20 + 192)
- Speed 40 ft., swim 60 ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 27 (+8) 6 (-2) 20 (+5) 10 (+0)
- Saving Throws Str +18, Con +16, Cha +8
- Skills Athletics +18
- Damage Resistances acid, cold, fire, lightning, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities necrotic, poison
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15
- Languages —
- Challenge 26 (90,000 XP)
Hive Mind. All necromorphs are tied into a collective consciousness. The nexus can see through the eyes of any necromorph, hear what it hears, telepathically communicate with it and can mentally command any necromorph within 10 miles. Additionally all necromorphs within 60 feet of the nexus gain a +4 bonus to their AC and resistance to nonmagical bludgeoning, piercing, and slashing damage, and have advantage on all attacks unless the nexus is incapacitated.
Siege Monster. The nexus deals double damage to objects and structures.
Turn Immunity. The nexus is immune to effects that turn undead.
Undead Nature. The nexus doesn't require air, food, drink, or sleep.
Vulnerable Pustules (Recharges after a Short or Long Rest). When the nexus is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, the damage causes yellow pustules to grow from its body. The nexus has ten pustules: five on its chest, and five around its mouth. A pustule has an AC of 22 and 45 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If it finishes a short or long rest, the pustules deflate, any destroyed pustules regenerate, and the pustules recede again. The nexus dies when all the pustules are destroyed.
Actions
Multiattack. The nexus makes two Slam attacks and one Bite attack, or it makes three Pod Bomb attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 46 (8d8 + 10) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 26 Dexterity saving throw or be swallowed by the nexus. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the nexus, and it takes 42 (12d6) acid damage at the start of each of the nexus's turns. If the nexus takes 50 damage or more on a single turn from a creature inside it, the nexus must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nexus. If the nexus dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Slam. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and if the target is a creature, it is knocked prone.
Pod Bomb. Ranged Weapon Attack: +16 to hit, range 30/120 ft., one target. Hit: 22 (4d10) acid damage. Hit or Miss: Each creature within 5 feet of the target must make a DC 24 Dexterity saving throw or take the same damage on a failed save, or half as much damage on a successful one.
Spawn (Recharge 6). The nexus ejects pods from its body containing 9 (2d8) feeders and 3 (1d6) slashers. These creatures appear in unoccupied spaces within 40 feet of the nexus and act immediately after the nexus in the initiative order.
Legendary Actions
The nexus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The nexus regains spent legendary actions at the start of its turn.
Move. The nexus moves up to half its speed.
Slam Attack. The nexus makes one Slam attack.
Spit (Costs 2 Actions). The nexus makes one Pod Bomb attack.
Inhale (Costs 3 Actions). The nexus inhales deeply. Each creature in a 60-foot cone must succeed on a DC 24 Strength saving throw or be pulled 30 feet towards it. The first creature that enters a space within 5 feet of the nexus and can still be pulled more than 5 feet towards it is swallowed by it as if by its Bite attack.