The Carcass Man

Level 13
Creature· constructUniqueLargeRemaster
AC 34
HP 295
Speed 25 ft.
Fort +27
Ref +21
Will +18
Perc +19
Size Large
Unique
Resistances physical 10 (except adamantine)
Spells
Languages common, orcish
Senses darkvision
Skills athletics +30, intimidation +25, religion +19
Recall Knowledge arcana DC 41

Attacks

Melee Fist +28/+24/+20(agile, finesse, unarmed)
Damage: 3d8+14 bludgeoning
Effect: grab
Melee Tusks +28/+23/+18(deadly d10, sweep)
Damage: 1d6 persistent bleed + 3d6+11 piercing

Abilities

All-Around Visiondefensive

This monster can see in all directions simultaneously and therefore can't be flanked.

+2 Status to All Saves vs. Fear and Magicdefensive
Annihilation Auradefensive(aura, emotion, mental)

20 feet. The Carcass Man's form exudes the impulse to destroy. Upon entering the aura, creatures must attempt a DC 31 will save. Regardless of the results, creatures are temporarily immune for 1 minute. Critical Success The creature is unaffected. Success Urges to attack cloud the creature's mind and if they do not deal damage to another creature on their turn, they become Stupefied 1 until the end of their next turn. Failure The creature is Confused until the end of their next turn. Critical Failure The creature is confused for 1 minute.

Reactive Strikedefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Neck Snapoffensive

Requirements The Carcass Man has a creature Grabbed

The creature takes 6d6 bludgeoning damage (DC 31 fortitude save); a creature that critically fails their save is Paralyzed until they heal at least 30 HP. The Carcass Man then releases the creature.

Revel in Destructionoffensive(divine, emotion, fear, mental, visual)

Requirements The Carcass Man's last action reduced a creature to 0 HP

The Carcass Man exults in his victory, painting his face in the creature's blood. He is Quickened until the end of his next turn but can use this extra action only to Strike. Non-worshippers of Zagresh who witness the display must succeed at a DC 31 will save or be Frightened 1 (Frightened 2 on a critical failure).

Three-Arm Devastation◆◆◆offensive

The Carcass Man attempts a melee Strike against a creature within his reach. If the Strike hits and deals damage, he can attempt two additional melee Strikes with his other arms against two other creatures within his reach; each of the three Strikes must target a different creature. These attacks increase his multiple attack penalty, but the penalty doesn't increase until all three attacks have been made.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Traits