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Death Barque

Size
Gargantuan
Type
Undead
Challenge Rating
12
Source
Tome of Beasts 2
Alignment
Neutral-Evil
Armor Class
17
Speeds
0, swim 50
Walking Speed
0
Swimming Speed
50
Strength Score
20
Dexterity Score
18
Constitution Score
23
Intelligence Score
8
Wisdom Score
14
Charisma Score
12
Saving Throws
Dexterity, Constitution, Wisdom
Skill Proficiencies
Perception, Stealth
Vision
Darkvision (120ft)
Languages Ref
Darakhul, Deep Speech
Hit Points
198
Condition Immunities
Charmed, Exhaustion 1, Frightened, Paralyzed, Poisoned
Resistances
Resistant to Psychic Damage, Immune to Necrotic Damage, Immune to Poison Damage
Languages
Deep Speech

Gargantuan undead, neutral evil


Armor Class 17 (natural armor)

Hit Points 198 (12d20+72)

Speed 0 ft., swim 50 ft.


STR
20 (+5)
DEX
18 (+4)
CON
23 (+6)
INT
8 (−1)
WIS
14 (+2)
CHA
12 (+1)

Saving Throws Dex +8, Con +10, Wis +6

Skills Perception +6, Stealth +7

Damage Resistances psychic

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses darkvision 120 ft., passive Perception 16

Languages Darakhul, Deep Speech

Challenge 12 (8,400 XP)

Immutable Form. The death barque is immune to any spell or effect that would alter its form.

Magic Resistance. The death barque has advantage on saving throws against spells and other magical effects.

Siege Monster. The death barque deals double damage to objects and structures.

Turn Resistance. The death barque has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. The death barque makes three attacks: one with its bite and two with its tail smash.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Tail Smash. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and must succeed on a DC 17 Strength saving throw or be knocked prone.

Shrapnel Burst. The death barque launches a ball of bone shards from its tail at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) piercing damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Necrotic Breath (Recharge 5-6). The death barque exhales a dark cloud of necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation._
Bone Colossuses. In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the Open Game License

Stat block from Tome of Beasts 2 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 2. Copyright 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham. It is not Geminaea material. See Legal.