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Necrophage Brute

Necrophage Brute, Ogre Abomination Creature5

NE Large Aberration Mindless

Perception +7; darkvision

Languages none

Str +8, Dex -1, Con +7, Int -5, Wis +0, Cha -4

AC 25; Fort +14, Ref +6, Will +9

HP 86

Immunities cold, disease, mental, poison; Resistance(s) physical 5

From the Void The necrophage is inured to the blackness of the void. Any necrophage creature does not need to eat, sleep, drink or breathe. Additionally, they are not subject to environmental hazards of being in the void with the exception of a lack of gravity.

Limb Weakness When struck with a critical hit with a that deals slashing or piercing damage, the necrophage brute does not subtract their resistance from the damage. Additionally, it loses a limb, the limb lost can be randomly determined or chosen by the GM. If it loses a leg, it could cause the creature to become prone or if an attacking limb is severed, it loses one of its attacks.

Siege Strikes The necrophage brute ignores hardness when dealing damage to items or shields.

Speed 25 feet, Climb 10 feet

Melee slam +19 [+14/+9] (reach 10 feet); Damage 2d6+8 bludgeoning

Double Slam The necrophage brute can make a single attack roll at a -2 to deal damage from both slam attacks. However, double the multiple attack penalty is added to the next attack made.

The necrophage brute is an organic siege weapon created by the necrophage. They are meant to use their enhanced strength to smash and crush their victims and create more openings in buldings so their weaker ‘kin’ can gain access to more material.

The necrophage is not undead, the necrophage is not a disease. The necrophage is a living organism that infests corpses, reconstitutes the the organic material into new forms that it uses to kill more host creatures to continue to grow and expand. The forms the necrophageinfested bodies take are viceral, twisted horrors of their former selves. It can also form small discreet creatures out of the biological material it has subsumed. The necrophage is controlled and originally created by a insidious, psychic artifact found deep in the void. No one yet has been able to discern where the artifact came from, why it was created, or by whom. Some say, especially the fanatic cults that have grown up around its influence, that it created itself as a manifestation of the universe’s need to ascend to a higher, singular being. In either case, its goals and and actions involve adding more biological material under its control and creating more unused biological material for it to take.

The artifact itself can infest the minds of living creatures nearby and slowly corrupt their minds and bodies, eventually turning them into a new necrophage creature. The artifact has little control over the exact form the necrophage takes, but it is usually efficient at its particular job.

The artifact is intelligent, it schemes, it corrupts, and it finds the most effective way to safely get more material.

Creating a Necrophage Brute

You can turn existing, living (or formerly living) creature into a necrophage brute by completing the following steps.

Increase the creature’s level by 2 and change its statistics as follows.

  • Remove any alignment and creature type traits
  • Add the NE, aberration, mindless and traits
  • Add darkvision
  • Remove all languages, necrophage creatures only communicate with the artifact
  • Remove all previous skill and saving throw proficiencies, add trained Perception
  • Increase their Str modifier by +3 and Con modifier by +3, reduce their Cha modifier by -2 (minimum -5). Set Int to -5
  • Increase their AC by 6 for natural armor and set to trained proficiency if lower
  • Set their Fort and Ref to trained proficiency and their Will to expert proficiency
  • Add 15 plus 3 x their level HP
  • Remove all previous immunities and add the following: cold, disease, mental, poison
  • Add resistance physical 5
  • Add Limb Weakness, From the Void and Siege Strikes (see below)
  • If the original creature does not have a faster climb speed, it gains a climb speed of 10 feet
  • Remove all special attacks and spellcasting
  • Add melee slam attack 1d8 bludgeoning damage (Medium, step up if larger), add expert prof for all natural attacks
  • Add double slam down below
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