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Necrophage Hunter

Necrophage Hunter, Stone Giant Monstrosity Creature11

NE Large Aberration Mindless

Perception +14; darkvision

Languages none

Str +9, Dex +3, Con +6, Int -5, Wis +1, Cha -2

AC 37; Fort +17, Ref +16, Will +16

HP 191 regeneration 10 (deactivated by fire)

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.

Regrow Limbs Any limbs lost by a necrophage hunter regrow after 1d4 rounds.

Speed 25 feet, Climb 10 feet

Melee scythe claw +26 [+22/+18] (agile, reach 10 feet); Damage 2d6+9 slashing (deadly 2d10)

Melee fist +26 [+22/+18] (agile, reach 10 feet), Damage 2d6+17 bludgeoning

The necrophage hunter is the greatest terror of the necrophage. It is powerful, strong, but also it has regenerative capabilities. When limbs are severed, they grow back, when it gets wounded it heals. It is an implacable killer.

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 Hunter

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

Increase the creature’s level by 3 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, Dex modifier by +1, and Con modifier by +2, 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 20 plus 2 x their level HP and regeneration 10 (deactivated by fire)
  • Remove all previous immunities and add the following: cold, disease, mental, poison
  • Add resistance physical 5
  • Add Limb Weakness, From the Void and Regrow Limbs (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 scythe claw attack (agile) 1d8 slashing damage, deadly (2d6), step up the damage die if larger; add expert proficiency for all natural attacks
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