b'Grim Aggregate (Large) \n'b'  Family:   Grim Aggregate  \n'b'  Large   undead  (greater revenant),  neutral evil  \n'b'  Armor Class  14  Hit Points  189 (18d10+90)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  8 (-1)  CON:  20 (+5)  INT:  6 (-2)  WIS:  13 (+1)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wisdom +5  Damage Vulnerabilities  fire  Damage Immunities  poison  Condition Immunities   charmed , exhausted,  poisoned   Senses   darkvision  60 ft., passive  Perception  11  Languages  all languages spoken in life by its component bodies  Challenge  9 (5,000 XP) \n'b' Special Traits \n'b'\n'b'  Regeneration . The grim aggregate regains 5  hit points  at the start of its turn. If the grim aggregate takes fire damage, this ability doesn\xe2\x80\x99t function at the start of its next turn. \n'b'  Woeful . When a grim aggregate causes damage to a living target with an  attack , that target must also attempt a DC 13 Woe saving throw. The target takes 1d4 spiritual damage on a failed saving throw, or half (minimum 1) as much on a successful saving throw. Once a specific target has taken spiritual damage due to this trait, it is immune to further spiritual damage from this particular grim aggregate for 24 hours. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The grim aggregate makes four attacks, determined randomly from the following options (see accompanying table). Roll 1d6 for each  melee attack . \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 16 (2d10+5) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 14 (2d8+5) slashing damage. \n'b'  Club .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 10 (2d4+5) bludgeoning damage. \n'b'  Hoof .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 16 (2d10+5) bludgeoning damage, and the target must succeed on a DC 15  Strength  saving throw or be pushed 10 feet. \n'b'  Rock .  Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 12 (2d6+5) bludgeoning damage. \n'b'  Tail Slap .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 19 (3d8+5) bludgeoning damage, and the target must succeed on a DC 15  Strength  saving throw or be knocked  prone . \n'b'\n'b' * You can, of course, modify descriptions to suit. For instance, if you\xe2\x80\x99ve described a grim aggregate as being made up entirely of humanoid parts, a claw  attack  might instead become a rusty dagger; a hoof becomes a gauntleted fist; and a tail slap, a powerful leg sweep. \n'b' About \n'b' Some particularly noxious dead demonstrate the ability to incorporate other dead or animal remains into their bodies to repair or strengthen themselves, becoming grim aggregates.\xc2\xa0Grim aggregates incorporate any combination of humanoid and non-humanoid body parts. Some have extra limbs or two or more heads of different creature types, and any grim aggregate can manifest mouths on any parts of its body.\xc2\xa0Many configurations of grim aggregate are possible, and every grim aggregate is unique. \n'b'  Ever-Shifting . A grim aggregate\xe2\x80\x99s body is constantly shifting.\xc2\xa0It constantly rots and regenerates in patches all over its body, clearly decayed and obviously dead but never losing its physical integrity or becoming skeletal. Its overall shape is equally protean, bulging and writhing grotesquely as body parts form, merge together, and are reabsorbed. Its individual parts always return to a recognizable state-such as arms, talons, tails, or heads-but may appear amorphous and fluid in the midst of the change.\xc2\xa0A grim aggregate is accompanied by a chorus of slithering, popping, rattling, and bubbling noises, which correspond to its shapeshifting, rotting, and healing at any given moment. \n'b'  Adaptable . Grim aggregates can alter their body structures quickly. If a limb is removed, for example, the grim aggregate immediately shifts its bones and flesh to grow a new limb or to replace it with something else. Grim aggregates, therefore, cannot be disabled unless they are destroyed. \n'b'  Ever-growing . A grim aggregate grows over time as it incorporates other undead or corpses. It can take weeks to reach Large  size  or mere minutes, as supplies allow. There is no known upper limit for how large a grim aggregate can become, but Large and Huge are the most common sizes. \n'b'  Hunters . Grim aggregates retain some of their former intelligence, utilizing bestial cunning in hunting their prey.\xc2\xa0They gleefully slay any living creatures they encounter, but prefer sapient prey, and particularly prefer prey that was known to one of their heads in life. Because of this, those who find themselves pursued by a grim aggregate often see one of their lost loved ones\xe2\x80\x99 faces peering out at them from within the depths of this horror. \n'b'  Undead Nature . A grim aggregate doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Grim Aggregate Attacks \n'b'\n'b' Result \n'b' Attack Type* \n'b'\n'b' 1 \n'b' Bite \n'b'\n'b' 2 \n'b' Claw \n'b'\n'b' 3 \n'b' Club \n'b'\n'b' 4 \n'b' Hoof \n'b'\n'b' 5 \n'b' Rock \n'b'\n'b' 6 \n'b' Tail slap'