Corpse Walker
Grim Hollow: Lairs of Etharis p. 103 (Third Party)
- Size
- Medium
- Type
- undead
- Alignment
- neutral evil
- AC
- 14 (natural armor)
- Hit Points
- 82 (11d8+33)
- Speed
- walk 30 ft.
- Saving Throws
- Con +6, Wis +3
- Resistances
- bludgeoning, Piercing or Slashing damage from nonmagical attacks that aren't silvered
- Immunities
- Necrotic, Poison
- Condition Immunities
- Exhaustion, Poisoned
- Senses
- darkvision 60 ft.
- Passive Perception
- 10
- Languages
- understands languages it knew in life but can't speak
- Challenge
- 6
- Lineage
- Corpse Walker
Traits
Proficiency Bonus
+3
Cursed Gaze
A humanoid that starts its turn within 30 ft. of and able to see the corpse walker must succeed on a DC 14 Charisma saving throw, provided the corpse walker isn't incapacitated. On a failure, the humanoid is frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if not averting its eyes from the corpse walker, ending the effect on itself on a success. A creature failing two of these saving throws becomes cursed with disturbing thoughts. Such a creature can't benefit from a short or long rest until the curse is removed. On a successful save, the target is immune to any corpse walker's Cursed Gaze for the next 24 hours.
Unless surprised, a creature can avert its eyes to avoid the saving throw. If the creature does so, it can't see the corpse walker until the start of its next turn. A creature that looks at the corpse walker in the meantime must immediately make the save.
Sunlight Hypersensitivity
The corpse walker takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Undead Fortitude
If damage reduces the corpse walker to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the corpse walker drops to 1 hit point instead.
Actions
Multiattack
The corpse walker makes two slam attacks.
Slam
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 5 (2d4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the corpse walker regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. An evil humanoid slain this way rises 24 hours later as a corpse walker.
Other data
description
"They rose from their graves, some by force of magic, others cursed through their life's misdeeds. Whatever the reason, we can't let them walk among the living."