Crawling Charnel
Huge undead, neutral evilArmor Class 15 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 8 (-1) | 18 (+4) | 7 (-2) | 13 (+1) | 11 (+0) |
Damage Resistances necrotic, piercing
Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Undercommon but can’t speak
Challenge 7 (2,900 XP)
False Appearance. While the crawling charnel remains motionless, it is indistinguishable from a pile of bones and connective tissue.
Actions
Multiattack. The crawling charnel makes three melee attacks. If it hits a Large or smaller target with two attacks, the target is grappled (escape DC 15), and the crawling charnel uses its Engulf on the target.
Battering Bones. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Clutching Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Biting Skulls. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Engulf. The crawling charnel engulfs a Large or smaller target grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the crawling charnel’s turns or take 13 (2d8 + 4) bludgeoning damage. If the crawling charnel moves, the engulfed target moves with it. The crawling charnel can have only one creature engulfed at a time.
An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the crawling charnel. Alternatively, another creature within 5 feet of the crawling charnel can take an action to make a DC 15 Strength check to pull a creature out of the crawling charnel. The creature making the check takes 9 (2d8) slashing damage.