Sepulchral Brute - AI-generated fantasy Monster

Sepulchral Brute

Cult scribes call it a successful failure. The brute was built as a vessel for a bound grave spirit, but the spirit rejected the body and was forced into obedience by repeated funerary rites. The result is a monster that can still hear every burial prayer ever carved into its bones. Some necromancers claim the cracked stone packed into its flesh came from the tomb it was meant to guard, making the brute both prisoner and lock.

LargeMedium(undead)CR Hightypically lawful evil

Sepulchral Brute

undeadnecropoliscultsummoningbrutesiegeguardian
HP168AC17SPD30 ft., climb 20 ft., burrow 10 ft. through loose rubble, grave soil, or collapsed masonryCR9AthleticsPerception
STR
24
DEX
8
CON
19
save
INT
3
WIS
12
save
CHA
8
Magic Resistance. The brute has advantage on saving throws against spells and other magical effects.
Grave-Wrought Bulk. The brute can move through a space as narrow as 5 feet wide without squeezing if the space is made of rubble, broken masonry, or collapsed tombwork.
Siege Monster. The brute deals double damage to objects and structures, and its attacks can damage dungeon masonry at the DM's discretion.
Funerary Collapse. When the brute drops to 0 hit points, it collapses into inert coffin plating and stitched remains. Any summoned undead it controls remain for 1 minute unless destroyed earlier.
Multiattack. The brute makes two Tombstone Maul attacks.
Tombstone Maul. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () bludgeoning damage plus 7 () necrotic damage. If the target is Medium or smaller, it must succeed on a Strength saving throw or be knocked prone.
Bone-Rending Grapple. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 13 () bludgeoning damage, and the target is grappled (escape ) if it is Large or smaller. Until this grapple ends, the target is restrained, and the brute cannot use Bone-Rending Grapple on another target.
Wall-Breaking Charge. The brute slams into a weakened wall, sealed doorway, or cracked floor section. It destroys up to a 10-foot cube of nonmagical stone, brick, or packed earth that is damaged, cracked, or already weakened by the dungeon's collapse. Creatures adjacent to the destroyed section must succeed on a Dexterity saving throw or take 10 () bludgeoning damage and fall prone. This movement does not provoke opportunity attacks.
Coffin-Feed Summons. Recharge 5-6. The brute cracks open the coffin-panels fused into its back. Each undead creature of its choice within 30 feet that can hear it regains 10 hit points. Then the brute animates grave debris in a 20-foot-radius sphere centered on a point it can see within 60 feet. Each enemy in the area must make a Dexterity saving throw, taking 18 () necrotic damage on a failed save, or half as much on a success. Until the start of the brute's next turn, the area is difficult terrain for its enemies. If corpses, bones, or shattered sarcophagus remains are present, the brute can instead raise 2 skeletons or 1 zombie in unoccupied spaces within the area under its control until destroyed.
Closing Grip. When the brute is hit by a melee attack from a creature within 5 feet, it can attempt to grapple that creature if the attacker is Large or smaller. The attacker must succeed on a Strength saving throw or become grappled.
Shamble. The brute moves up to half its speed without provoking opportunity attacks.
Coffin Slam (Costs 2 Actions). The brute makes one Tombstone Maul attack.
Grave Command (Costs 2 Actions). One undead ally within 30 feet of the brute can use its reaction to move up to its speed or make one melee attack.
Visual sheet

Turn Sepulchral Brute into a sheet

A high-res, share-ready sheet you can post or print.

Gallery

No images yet. Click to add.

Relationships