Repugnant Impaler (5e Creature)

Repugnant Impaler

Large monstrosity, unaligned


Armor Class 13 (natural armor)
Hit Points 161 (14d10 + 84)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 22 (+6) 4 (-3) 5 (-3) 4 (-3)

Damage Vulnerabilities radiant
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 7
Languages
Challenge 5 (1,800 XP)


Disgustingly Resilient. The impaler can contract diseases, but it is immune to any effects of a disease it has contracted.

Stench. Any creature that starts its turn within 10 feet of the impaler must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the impaler's stench for 24 hours.

ACTIONS

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage. If this deals more than 15 damage, it deals an additional 17 (5d6) poison damage.


Found within the border between the denser swamps and jagged hills, rests putrid chunks of land inhabited by small herds of Rhinocerotidae Pestulai, better known as Repugnant Impalers.

Sizing up at just under 4 meters long, they rank next to the Precog Frog in general normality of appearance, or, at least, they would if their bodies weren't ravaged by every possible parasite and disease. Generally appearing rather sickly, with large quantities of exposed flesh, sometimes even bone. This, however, seems to hardly affect them, as they move around as if it were nothing. Besides the other flesh eating elephant in the room, they also have much stranger horns. Instead of one or two large ones, their faces instead feature massive clusters of very sharp horns, which constantly excretes a contact poison. For some reason, these horns never seem to stop excreting this, even after coming off the rhino.

They are often very, very territorial, made very obvious by the fairly large chunks of land they completely ruin by inhabiting. Not only do they carry these diseases, but they also spread them easily and quickly to the plant life they walk through and eat. These areas seem to stick around for decades, as the mercenary companies that came here have only ever seen two or three of these patches return to relative normalcy during their current 30 years of occupation.


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Batheron's Heel (5e Campaign Setting)
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