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Monster

Charnhulk, the Marrow Colossus

The Marrow Roads were carved through the bones of a dead titan. Charnhulk is the day the titan's hand disagreed with being dead. A Gargantuan colossus of fused skeletons and pale bracket-fungus, it walks the Ribways pulling the road's own bones up into its body, growing as it goes, roaring in a hundred stolen voices that were buried in it.

CR
18 (XP 20,000)
Type
Undead
AC
19
HP
330
Habitat
Mycelial Deep

Gargantuan Undead, Neutral Evil

AC 19 Initiative +5 (15)
HP 330 (20d20 + 120)
Speed 40 ft.

STR 28 +9 / +15DEX 8 -1 / -1CON 22 +6 / +12INT 5 -3 / -3WIS 14 +2 / +8CHA 12 +1 / +1

Skills Athletics +15
Resistances Bludgeoning, Piercing, Slashing
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Vulnerabilities Radiant
Senses Darkvision 120 ft., Tremorsense 60 ft.; Passive Perception 12
Languages Understands Giant and Deep Speech but speaks only in a roar of stolen voices
CR 18 (XP 20,000; PB +6)

Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If Charnhulk fails a saving throw, it can choose to succeed instead.

Marrow Regeneration. Charnhulk regains 20 Hit Points at the start of each of its turns. If it takes Radiant damage, this trait doesn't function at the start of its next turn.

Siege Monster. Charnhulk deals double damage to objects and structures.

Cavernous Frame. A creature can move through Charnhulk's space, which is Difficult Terrain. When Charnhulk moves, it can move through the space of any Huge or smaller creature, and that creature makes a DC 19 Dexterity saving throw, taking 18 (4d8) Bludgeoning damage and gaining the Prone condition on a failure.

Actions

Multiattack. Charnhulk makes two Colossal Fist attacks and uses Marrow Spire.

Colossal Fist. Melee Attack Roll: +15, reach 20 ft. Hit: 36 (5d10 + 9) Bludgeoning damage, and the target has the Prone condition.

Marrow Spire. Ranged Attack Roll: +15, range 120 ft. Hit: 33 (6d10) Bludgeoning damage as Charnhulk hurls a spear of fused bone.

Bone Sweep (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 20-foot Emanation. Failure: 45 (10d8) Bludgeoning damage, and the target has the Prone condition and is pushed up to 15 feet away. Success: Half damage only.

Legendary Actions

Legendary Action Uses. 3 (4 when in its lair). Immediately after another creature's turn, Charnhulk can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.

Reaching Grasp. Charnhulk makes one Colossal Fist attack.

Trample. Charnhulk moves up to half its Speed. Each creature in the path makes a DC 19 Dexterity saving throw, taking 18 (4d8) Bludgeoning damage and gaining the Prone condition on a failure, or half damage on a success.

Bone Surge (Costs 2 Actions). Bones erupt from the floor in a 15-foot-radius area Charnhulk can see within 60 feet. The area becomes Difficult Terrain, and each creature in it makes a DC 19 Dexterity saving throw, taking 18 (4d8) Piercing damage on a failure.

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