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Charnel House of Maglubiyet CR: 13

Huge abberation, chaotic evil
Armor Class: 18 (natural armor)
Hit Points: 230 (20d12 + 100)
Speed: 40 ft , fly: 40 ft , burrow: 0 ft , swim: 0 ft , climb: 40 ft , can hover

STR

22 +6

DEX

16 +3

CON

20 +5

INT

14 +2

WIS

16 +3

CHA

18 +4

Saving Throws: Str +11, Con +10, Wis +9, Cha +10
Skills: Perception +9, Stealth +9
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 19
Languages: understands Common and Goblin but can't speak
Challenge Rating: 13 ( 10500 XP)

The Charnel House's innate spellcasting ability is Charisma (spell save DC 18).

At will: detect magic, mage hand, minor illusion

1/day: dominate person

3/day: dimension door, fear, phantasmal killer


Shapechanger. The Charnel House can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics are the same in each form, except for its size. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.   Regeneration. The Charnel House regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the Charnel House takes radiant damage or damage from holy water, this trait doesn't function at the start of the Charnel House's next turn.   Shape of Terror. Any creature that starts its turn within 60 feet of the Charnel House must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Charnel House's Shape of Terror for the next 24 hours.   Magic Resistance. The Charnel House has advantage on saving throws against spells and other magical effects.   Magic Weapons. The Charnel House's attacks are magical.

Actions

Multiattack. The Charnel House makes three attacks: one with its bite and two with its claw.   Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 6) piercing damage plus 9 (2d8) necrotic damage.   Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) slashing damage.   Corrupting Aura (Recharge 5-6). The Charnel House emits a 30-foot-radius aura of corrupting energy for 1 minute. Any creature other than undead or constructs that starts its turn in the aura must succeed on a DC 18 Constitution saving throw or take 18 (4d8) necrotic damage and become poisoned until the start of its next turn. While poisoned in this way, the creature's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. Undead and constructs within the aura regain 18 (4d8) hit points at the start of their turns instead.

Reactions

Uncanny Dodge. When an attacker that the Charnel House can see hits it with an attack, the Charnel House can use its reaction to halve the attack's damage against it.

Legendary Actions

The Charnel House of Maglubiyet 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 Charnel House of Maglubiyet regains spent legendary actions at the start of its turn.   Detect. The Charnel House makes a Wisdom (Perception) check.   Shape of Terror (Costs 2 Actions). The Charnel House uses its Shape of Terror ability.   Corrupting Burst (Costs 3 Actions). The Charnel House unleashes a burst of corrupting energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 24 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. Undead and constructs instead regain hit points equal to the necrotic damage dealt.


Created by

DynaJen.

Statblock Type

Monster

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