b'Necrophage Brute (Ogre Abomination) \n'b'  Family:   Necrophage  \n'b'  Large   monstrosity ,  neutral evil  \n'b'  Armor Class  17 (natural armor and  hide  armor) \n'b' Hit Points  113 (7d10+42 + 3d8+18) \n'b' Speed  40 ft., Climb 10 ft.\n'b' STATS STR: 25 (+7) DEX:  8 (-1)  CON:  22 (+6)  INT:  1 (-5)  WIS:  7 (-2)  CHA:  3 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +0 \n'b' Damage Resistances  bludgeoning, piercing, slashing \n'b' Damage Immunities  cold, poison \n'b' Condition Immunities   charmed ,  frightened ,  poisoned ,  exhaustion  \n'b' Senses   darkvision  60 ft., passive  Perception  8 \n'b' Languages  none \n'b' Challenge  3 (700 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  From the Void . The necrophage is inured to the blackness of the void. Any necrophage creature does not need to eat,  sleep , drink or breathe. Additionally, they are not subject to environmental hazards of being in the void with the exception of a lack of gravity. \n'b'  Limb Weakness . If the necrophage is subject to a critical hit, it loses a limb, the limb lost can be randomly determined or chosen by the GM. If it loses a leg, it could cause the creature to become  prone  or if an attacking limb is severed, it loses one of its attacks. An attacker can also make a targeted  attack  against a limb of the necrophage. This targeted  attack  has disadvantage and cannot be made if disadvantage is already imposed on the  attack . If the necrophage is hit by a critical or a targeted  attack , it bypasses their resistances. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The  ogre  abomination can make two attacks with its slam  attack . \n'b'  Slam .  Melee Weapon Attack : +9 to hit, reach 5 ft. one target.  Hit : 13 (2d6 + 7) bludgeoning damage. \n'b'  Siege Strikes . The  ogre  abomination ignores the Damage Threshold of objects. \n'b'\n'b' ABOUT \n'b' The necrophage brute is an organic siege weapon created by the necrophage. They are meant to use their enhanced strength to smash and crush their victims and create more openings in buildings so their weaker \xe2\x80\x98kin\xe2\x80\x99 can gain access to more material. \n'b' The necrophage is not undead, the necrophage is not a disease. The necrophage is a living organism that infests corpses, reconstitutes the the organic material into new forms that it uses to kill more host creatures to continue to grow and expand. The forms the necrophage-infested bodies take are viceral, twisted horrors of their former selves. It can also form small discreet creatures out of the biological material it has subsumed. The necrophage is controlled and originally created by a insidious, psychic artifact found deep in the void. No one yet has been able to discern where the artifact came from, why it was created, or by whom. Some say, especially the fanatic cults that have grown up around its influence, that it created itself as a manifestation of the universe\xe2\x80\x99 s need to ascend to a higher, singular being. In either case, its goals and and  actions  involve adding more biological material under its control and creating more unused biological material for it to take. \n'b' The artifact itself can infest the minds of living creatures nearby and slowly corrupt their minds and bodies, eventually turning them into a new necrophage creature. The artifact has little control over the exact form the necrophage takes, but it is usually efficient at its particular job. \n'b' The artifact is intelligent, it schemes, it corrupts, and it finds the most effective way to safely get more material. \n'b' Creating Necrophage Brutes \n'b' The necrophage will take over and manipulate the bodies of any corporeal creature. To make other necrophage brutes, remove all skill, weapon, and saving throw proficiencies, special abilities, resistances, weaknesses, immunities and languages. Then add the following: \n'b'\n'b' +6 natural armor AC \n'b' +3d8 Hit Die and  Hit Points  \n'b' 10 ft. climb speed, if it does not have a faster climb speed \n'b' +6  Strength , +6  Constitution , -4  Charisma , set  Intelligence  to 1 \n'b'  Wisdom  saving throw proficiency \n'b' The damage resistances, damage immunities, and condition immunities above \n'b' Darkvision 60 ft. if the base creature did not have it already \n'b' From the Void, Limb Weakness, and Siege Strikes from above \n'b' Gain 1d8 (Medium) slam and a multiattack to slam twice \n'b' Proficiency Bonus stays the same, Challenge increases by 1, change type to monstrosity.'