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Corpse Mound

Huge · Undead · CR 11 · Neutral Evil

Source. Tome of Beasts
Armor Class
16 (natural armor)
Hit Points and Hit Dice
207 (18d12+90)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
24
+7
DEX
11
+0
CON
21
+5
INT
8
-1
WIS
10
+0
CHA
8
-1

Overview

Category Monsters
Size Huge
Type Undead
Alignment Neutral Evil
XP 7200
Initiative Bonus +0

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 10

Saving Throws

Constitution +9 Intelligence +3 Wisdom +4

Languages

Understands Common but can't speak

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
necrotic
Condition Immunities
charmed, exhaustion, frightened, poisoned

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Absorb the Dead

Whenever a Small or larger non-undead creature dies within 20 feet of the corpse mound, that creature's remains join its form and the corpse mound regains 10 hit points.

Noxious Aura

Creatures that are within 20 feet of the corpse mound at the end of its turn must succeed on a DC 17 Constitution saving throw or become poisoned until the end of their next turn. On a successful saving throw, the creature is immune to the Noxious Aura for 24 hours.

Zombie Drop

At the start of the corpse mound's turn during combat, one corpse falls from the mound onto the ground and immediately rises as a zombie under its control. Up to 10 such zombies can be active at one time. Zombies take their turns immediately after the corpse mound's turn.

Actions

Bone Shard

+11 to hit, range 30/120 ft (9.1/36.6 m). Hit: 2d6 necrotic damage.

Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 14 (2d6 + 7) piercing damage and 10 (3d6) necrotic damage. When hit, the target must make a successful DC 17 Strength check or be knocked prone, pinned to the ground by the shard, and restrained. To end this restraint, the target or a creature adjacent to it must use an action to make a successful DC 17 Strength (Athletics) check to remove the shard.

Envelop

The corpse mound makes a slam attack against a restrained creature. If the attack hits, the target takes damage as normal, is pulled 5 feet into the corpse mound's space, and is enveloped, which ends any grappled or prone condition. While enveloped, the creature is blinded and restrained, it has total cover against attacks and other effects outside the corpse mound, and it takes 21 (6d6) necrotic damage at the start of each of the corpse mound's turns. An enveloped creature can escape by using its action to make a successful DC 17 Strength saving throw. If the corpse mound takes 30 or more damage on a single turn from the enveloped creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or expel the creature, which falls prone in a space within 10 feet of the corpse mound. If the corpse mound dies, an enveloped creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone. A corpse mound can envelop up to 4 creatures at once.

Multiattack

The corpse mound makes two weapon attacks or uses envelop once.

Slam

+11 to hit, reach 5 ft (1.5 m). Hit: 2d10 necrotic damage.

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 10 (3d6) necrotic damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.

About Corpse Mound

Corpse Mound is a huge undead with a Challenge Rating of 11. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 207 hit points (derived from 18d12+90).

Corpse Mound has communication capabilities including Understands Common but can't speak. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Corpse Mound

2 tips available

When using Corpse Mound in your D&D 5e campaign, consider these tactical approaches:

  • Boss Encounter: Suitable for climactic moments
  • Multi-phase Battle: Plan dramatic tension with multiple phases

Player Guide: Facing Corpse Mound

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Major Threat: Prepare for epic battle
  • Resource Management: Conserve powerful abilities

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Corpse Mound?
Corpse Mound has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Corpse Mound?
Corpse Mound is a Huge Undead, which affects how certain spells and abilities interact with it.
What languages does Corpse Mound speak?
Corpse Mound can communicate in Understands Common but can't speak.

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