5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Constructs >Fleshgine >

Fleshgine, Haunted Carriage

The rumble of a coach’s wheels upon the cobbles comes out of the misty night, but it is not accompanied by the clip-clop of hooves. Rather, there is a soft slapping of skin upon the hard stones. Emerging from the fog is a cab drawn not by a team of horses but rather by the upper torso of an ogre melded to the front of the conveyance. It walks on its massive hands, and its head stares forward, the eyes alert but vacant.

Unaligned Huge construct

Armor Class 10
Hit Points 51 (6d10 + 18)
Speed 40 ft.

STRDEXCONINTWISCHA
19 (+4)10 (+0)16 (+3)2 (-4)7 (-2)3 (-4)

Damage Resistances cold damage; nonmagical, nonadamantine weapons
Damage Immunities necrotic, poison, psychic
Condition Immunities charm, disease, fright, paralysis, poison, prone, stun, unconsciousness
Languages Understands Common and Giant but speaks only programmed phrases
Senses darkvision 60 ft.
Challenge 3 (700 XP)

Actions

  • Multiattack. The carriage slams once and bites once.
  • Slam. Melee Weapon Attack: +6 to hit (reach 5 ft.; one creature). Hit: 2d6 + 4 bludgeoning damage.
  • Bite. Melee Weapon Attack: +6 to hit (reach 5 ft.; one creature). Hit: 2d4 + 4 piercing damage.

Special Traits

  • Berserk. Every time the fleshgine is injured in combat, roll d100. If the result is less than or equal to the total number of hit points the fleshgine has lost so far in this combat, its elemental spirit breaks free and the fleshgine goes berserk. The berserk fleshgine attacks the nearest living creature; if no creature is close enough to attack with a single move, it attacks an object instead. The fleshgine’s controller can try to reestablish control, provided the fleshgine is within 60 feet. The controller must use an action to speak firmly and authoritatively to the construct and make a successful DC 15 Charisma check. A damaged fleshgine that spends at least 1 minute outside combat has its chance to go berserk reset to 0 percent.
  • Cover. The coach portion of a haunted carriage provides three-quarters cover to occupants. The coach is built from iron and wood. It has AC 8, 80 hit points, and is immune to necrotic, poison, psychic, and radiant damage. If the coach is destroyed, the fleshgine becomes a Large creature and loses its cover, facing, and trample traits.
  • Facing. Because the legless ogre is permanently melded to a wagon, it can only move forward and backward, or turn. Its speed is halved when it moves backward. Its slam and bite attacks can be made only against targets in front of it. It can trample while moving forward or backward. behind it as normal. Once a haunted carriage front side has been determined, it requires a move action to turn its facing greater than 90 degrees. A haunted carriage is aware of attackers behind it but cannot see them, though it can accurately estimate what space they are in if within 20 feet.
  • Narrow Though a haunted carriage is Huge, it can move through areas only 10 feet wide without penalty. It can’t, however, squeeze through spaces narrower than 10 feet.
  • Trample. As the haunted carriage moves, it can enter spaces occupied by enemies but can’t stop there. Creatures in spaces the haunted carriage enters can attempt DC 13 Dex saving throws. On a failed save, the creature takes 2d10 + 4 bludgeoning damage and is knocked prone; on a successful save, the creature moves 5 feet out of the buggy’s path and can make an opportunity attack if it’s allowed to react. A haunted carriage can trample any number of creatures during its move, but it can’t trample the same creature more than once per round.

About

Environment Urban
Organization solitary

Section 15: Copyright Notice

The Tome of Blighted Horrors, © 2016, Frog God Games, LLC; Authors John Ling, Authors Richard Pett, Pete Pollard, Alistair Rigg, Jeffrey Swank, and Greg A. Vaughan.

Additional Credit Author Richard Pett.