Blud Mound - Challenge Rating ?

Golem of choice for hags, cultists and other practitioners of foul magics. A hulking monstrosity made from blood soaked earth, roughy made with two short legs and two arms that almost drag the ground. The monster will lumber along ceaslessly never stopping till its purpose is complete. It has no head but in the middle of its stout torso is a hole that waits for one. The Blud Mound hunts its creators target, a small sample of their blood added to the mud that makes it up. When it finds its target it will remove their head and place it in the hole, only then will it rest.

Dumb but powerful

The Blud Mound is a powerful enemy, nearly indestructible and armed with great strength. However, they are not clever, taking the most direct route to their targets smashing though all before them, climbing mountains and trudging through seas. Relentlessly covering mile after mile. Blades and spells do little against them, only fire is capable of breaking them. Burning the mud, turning it to hard dirt and allowing it to be robbed of its vile purpose.

The Blud Mound is a monster that needs to be outsmarted not heedlessly confronted. It can be defeated with some proper preparation, knowledge and lots of fire. Travelling in a straight line it is an endurance hunter pushing its target to exhaustion. The players can use this knowledge and perhaps a co-operative target to get the monster where they want it.

Fire damage effect on Blud Mound Damage ---Effect of fire damage--- 40 Only resistant to bludgeoning/slashing/piercing damage 80 Can no longer use it’s blood gorge ability 100 Can only use it’s club fist attack 120 Vulnerable to bludgeoning/slashing/piercing damage 160 Acts as if under the slow spell

Blud Mound Large construct, Lawful Evil Armor Class 12

12 Hit Points 300

300 Speed 25ft STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 16 (+3) 3 (-3) 12 (+1) 1 (-4) Saving Throws Str + 7, Con +6, Wis +4

Str + 7, Con +6, Wis +4 Condition Immunities Any mind affecting abilities, unconscious, sleep, paralysis, exhaustion.

Any mind affecting abilities, unconscious, sleep, paralysis, exhaustion. Senses Truesight 20ft Dark Vision (60ft), Passive Perception 13

Truesight 20ft Dark Vision (60ft), Passive Perception 13 Languages None

None Resistances Magical slashing, piercing and bludgeoning damage, acid, ice, thunder,

Magical slashing, piercing and bludgeoning damage, acid, ice, thunder, Immunities Slashing, piercing and bludgeoning damage from non magical sources, Lightning

Slashing, piercing and bludgeoning damage from non magical sources, Lightning Challenge ? (? XP) Blood compassThe Blud mound is connected by blood to a single target, as long as that target is on the same plane the mound can find that target and will progress towards it. Blood gorge When the mound attacks it can draw blood from any wound it makes, healing as much damage as it causes. Actions Club fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (4d6+4) bludgeoning damage. Earthen embrace Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6+4) slashing damage. Ropes of mud lash out to entrap an opponent. If hit a player is grappled. A DC 14 check is required to escape. Paralyzing Gaze. Ranged spell attack: 60ft, one target with line of sight. Must make a DC 14 wisdom save or become paralyzed for two rounds.

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