Gore Drinker

Huge Construct, Chaotic Evil
DDB

Constructed Terrors of the Battlefield

Gore drinkers are hulking amalgamations of giant corpse parts, infused with necromantic magic that allows the gore drinker to revitalize itself with the blood of its victims. The fluids from those remains congeal into a corrosive bile that sickens enemies and hampers their vision. Gore drinkers spew this bile forth before attacking their enemies, beating them with weapons, shields, or other instruments of destruction wielded by their additional stitched-on appendages.
Originating in the coliseums of the Shadowfell, the first gore drinker was created when a greedy proprietor and a necromancer conspired to create an unstoppable abomination to defeat the coliseum's popular fighters. Their gore drinker wiped out every fighter in a bloody spectacle. Unfortunately, the gore drinker escaped the confines of the coliseum, wreaking havoc. Since then, other necromancers have studied the plans for creating the creature, giving more evil masterminds an incredibly powerful weapon to wield against foes—or even against entire armies.
Gore drinkers come in a variety of combinations. Roll on or choose a result from the Gore Drinker Body Types table to inspire a gore drinker's features.

Gore Drinker Body Types

1d6The Gore Drinker Was Formed From...
1An ogre's head on a frost giant's body.
2A troll's upper body on a stone giant's lower body.
3Two fire giants stitched together.
4Two cyclops heads on a hill giant's body.
5Limbs of an ogre on a fomorian's torso.
6A mutilated cloud giant with patches of skin from various mismatched hill giants.

AC 17

Initiative +5 (15)

HP 190 (20d12 + 60)

Speed 40 ft.

STR

22 (+6)

Save +11

DEX

10 (+0)

Save +0

CON

16 (+3)

Save +3

INT

6 (-2)

Save -2

WIS

12 (+1)

Save +6

CHA

8 (-1)

Save -1

Saving Throws STR +11, WIS +6

Skills Athletics +16

Immunities Necrotic, Poison

Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Gear Greatclub, Shield

Senses Darkvision 120 ft., Passive Perception 11

Languages Understands Common and Giant but can't speak

CR 16

Traits

Blood Frenzy. The gore drinker has Advantage on attack rolls against any creature that doesn't have all its Hit Points.

Legendary Resistance (3/Day). If the gore drinker fails a saving throw, it can choose to succeed instead.

Magic Resistance. The gore drinker has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The gore drinker makes two attacks, using Greatclub or Slam in any combination.

Greatclub. Melee Attack Roll: +11, reach 10 ft. Hit: 19 (3d8 + 6) Bludgeoning damage, and the target must succeed on a DC 19 Strength saving throw or have the Prone condition.

Slam. Melee Attack Roll: +11, reach 10 ft. Hit: 19 (3d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition until the grapple ends (escape DC 19), and it has the Restrained condition until the grapple ends. The gore drinker can grapple up to three creatures at a time with its corpse parts.

Bilious Breath (Recharge 5–6). Constitution Saving Throw: DC 16, each creature in a 60-foot Cone. Failure: 27 (6d8) Acid damage, and the target has the Blinded and Poisoned conditions until the end of the gore drinker's next turn. Success: Half damage only.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, the gore drinker can expend a use to take one of the following actions. The gore drinker regains all expended uses at the start of each of its turns.

Dodge and Strike. The gore drinker moves up to its Speed without provoking Opportunity Attacks and makes one Greatclub or Slam attack.

Drink Blood. Constitution Saving Throw: DC 19, one creature Grappled by the gore drinker. Failure: 10 (3d6) Necrotic damage, and the gore drinker regains Hit Points equal to that amount. Success: Half damage only. Failure or Success: The gore drinker can't take this action again until the start of its next turn.

Fling. The gore drinker throws a Medium or smaller creature it has Grappled to a space on the ground that the gore drinker can see within 30 feet of itself. Strength Saving Throw: DC 19, the creature thrown and each creature in the destination space. Failure: 7 (2d6) Bludgeoning damage, and the target has the Prone condition. Failure or Success: The gore drinker can't take this action again until the start of its next turn.