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Carrion Beast

Carrion Beast CR 11

Writhing through the murky slime, this undead mass of arms swims powerfully forward with impressive speed, leaving much of its grotesque body hidden out of sight. It is utterly horrifying to see in full when it surfaces or slowly crawls on land, and few survive an encounter with the creature with their sanity—or their lives—intact.

XP 12,800
CE Huge undead
Init +2; Senses darkvision 120 ft., lifesense; Perception +15
Aura babble (50 ft., DC 20, fascinated 2d4 rounds)

DEFENSE

AC 24, touch 10, flat-footed 24 (+4 deflection, –2 Dex, –2 size, +14 natural)
hp 136 (16d8+64)
Fort +11, Ref +5, Will +16; DR 10/magic and silver;
Defensive Abilities all-around vision, amorphous; Immune undead traits; SR 23
Weaknesses sunlight powerlessness

OFFENSE

Speed 5 ft., swim 20 ft.
Melee 4 slams +18 (1d8+8 plus grab)
Ranged 4 flung arms+8 (1d6+8 plus attach, Range 15 ft.)
Space 15 ft.; Reach 20 ft.
Special Attacks breath weapon (40-ft.

cone, 8d6 sonic, DC 22 Reflex for half), constrict (1d8+8), fast swallow, swallow whole (1d6+8 plus 1 Wis, AC 17, 13 hp)

TACTICS

Before Combat Carrion beasts are intelligent; they stalk their prey, isolating one enemy before using its babble ability and drawing close to drag targets down to a murky death. If attacking multiple creatures, it positions itself directly under them.

During Combat The carrion beast first unleashes a sonic breath weapon and then begins babbling, emitting its fear aura.

If encountered in their lair, carrion beasts typically catch prey by surprise by shattering the “ground” they stand upon (dropping them directly into the carrion beast’s enormous “mouth”). Afterward it takes its time eating more enemies, choosing its targets carefully and going for the toughest last.

STATISTICS

Str 26, Dex 6, Con —, Int 17, Wis 19, Cha 18
Base Atk +12; CMB +22 (+6 grapple); CMD 26 (32 vs grapple; cannot be tripped)
Feats Ability Focus (babble), Improved Initiative, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Great Fortitude, Iron Will, Lightning Reflexes
Skills Bluff +12, Climb +20, Knowledge (arcana) +19, Knowledge (nature) +19, Knowledge (planes) +19, Knowledge (religion) +19, Perception +15, Sense Motive +16, Spellcraft +18, Stealth +9 (+17 in water); Racial Modifiers +8 Climb, +8 Stealth (water only); Size Modifiers –8 Stealth
Languages tongues, telepathy 100 ft.
SQ compression, freeze, sound mimicry

SPECIAL ABILITIES

Flung Arm (Su)

A carrion beast flings parts of itself at prey.

A carrion beast’s flung arm attaches to any creature it hits, dragging it by ethereal energies back to the carrion beast’s cavernous maw. Any attached arms deal constrict damage to a creature it grapples. A flung arm has +20 CMB and CMD 30 (AC 20, touch 10, and 13 hit points). No creature can be targeted by more than two flung arms at once.

ECOLOGY

Environment marshes, swamps, underground
Organization solitary
Treasure triple

Carrion beasts are wrought by maddened necromancers or unholy priests that curse a field of recently deceased bodies. Fortunately these creatures rarely venture far from their lair unless in search of food, though this often leaves a carrion beast’s territory seeming like a safe place for explorers and adventurers to rest.

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson