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Decomposed CR: 1

Medium undead, chaotic evil
Armor Class: 14
Hit Points: 15
Speed: 40 ft

STR

13 +1

DEX

17 +3

CON

10 +0

INT

2 -4

WIS

10 +0

CHA

6 -2

Skills: Perception +2
Damage Immunities: Poison
Condition Immunities: Charmed, Poisoned, Exhausted
Senses: Darkvision 60ft, Keen Hearing advantage on Perception checks based on noise. Passive Perception 12
Challenge Rating: 1

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5ft. One creature. Hit: 9 (2d6+2) piercing damage   Claw of Joint-locking. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 7 (2d4+2) slashing damage. If the target is a creature beside an undead, elf, or a Nightbridge Guide it must succeed on a DC 10 Charisma save or by paralyzed for one minute. The target may attempt the saving throw again at the end of each of its turns, ending the effect on itself on a success.

The very ground belches up those who have fallen, buried, forgotten, or never remembered. The Decomposed may come from soldiers from a long past war, travelers that have fallen on their way, or anyone who has succumbed in the basin without being cremated. They are fast, but fragile.

Suggested Environments

Always found where there are Screamers. Highest population density is near the mountain to the northwest. But Decomposed emerge all across the Tense River Basin


Created by

MuddleFumble.

Statblock Type

Monster

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