Creature: Fused Phalanx

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Fused Phalanx

The sticky truth of war is that warriors often die atop each other in piles or pierced together by the weapons of war. Typically, the survivors pull apart the dead and give them rites, but occasionally, they are not collected. They decompose together, their decay mixing and sloshing together. If these piles are then suffused with negative energy or targeted by an especially clever necromancer, they rise as a single creature, bound in unholy phalanx.

The phalanx moves as a tangled unit of limbs, armor, and weapons, shambling slowly across the battle field, even tripping over itself. But for all its incoordination, its mass of protection makes it a formidable foe, and each time it falls, it sheds some of its bulk, becoming faster and more lethal.

Undead Nature. A fused phalanx doesn’t require air, food, drink, or sleep.

Art Credit: Nicholas Gregory, WotC

Fused Phalanx

Large Undead, Typically Neutral Evil


  • Armor Class 15 (natural armor)
  • Hit Points 112 (15d10 + 30)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
17 (+3) 5 (-3) 14 (+2) 3 (-4) 9 (-1) 5 (-3)

  • Saving Throws Dex +0, Cha +0
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands the languages it knew in life but can't speak
  • Challenge 6 (2,300 XP)
    Proficiency Bonus +3

Phalanx Fortitude. If damage reduces the fused phalanx to 0 hit points, it must make a Constitution saving throw with a DC of 8 + the damage taken, unless the damage is radiant. On a success, the phalanx drops to 1 hit point and increases its walking speed by 5 feet.

Revolving Armory. If the fused phalanx's movement takes it over the space of a corpse wearing armor or over a shield, it gains a +1 bonus to its AC until the start of its next turn.

Actions

Multiattack. The fused phalanx makes two Found Weapons attacks.

Found Weapons. Melee: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage and 7 (2d6) necrotic damage. If the target is wielding a weapon or shield, it must make a DC 14 Strength saving throw or be disarmed of a weapon or shield and stolen by the fused phalanx. Nonmagical items stolen in this way are consumed into the mass of the phalanx and destroyed. A magical item stolen this way can be found among the fused phalanx's corpse with a DC 12 Intelligence (Investigation) check.