The dark shaft of the vertical tunnel appears to be empty until its wooden floor suddenly lurches and rises from where it rested. Beneath the planking of the floor, you can see that a great fleshy organism has grown like a distended bladder that covers the entirety of its underside. From this sweaty, rugose sac extend four muscular limbs that grasp the walls of the shaft with their multi-fingered appendages and begin to climb, carrying the cargo of its wooden flooring smoothly up the shaft.
Unaligned Large construct
Armor Class 7 (15 from above)
Hit Points 90 (12d10 + 24)
Speed 10 ft., climb 30 ft.
|22 (+6)||5 (-3)||14 (+2)||1 (-5)||4 (-3)||1 (-5)|
Damage Resistances cold damage; nonmagical, nonadamantine weapons
Damage Immunities necrotic, poison, psychic
Condition Immunities charm, disease, fright, paralysis, poison, prone, stun, unconsciousness
Skills Athletics +8
Senses darkvision 30 ft.
Challenge 3 (700 XP)
- Multiattack. The fleshgine slams twice.
- Slam. Melee Weapon Attack: +8 to hit (reach 5 ft.; one creature). Hit: 2d8 + 6 bludgeoning damage.
- Berserk. Every time the fleshgine is injured in combat, roll d%. 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.
- Crush. A macabre lift can fall on foes beneath it as its move. Every creature under the lift takes 1d8 bludgeoning damage per 10 feet the lift fell, or half damage with a successful DC 13 Dex saving throw. Creatures that fail the saving throw are restrained under the lift; a restrained creature can escape by using an action and making a successful DC 16 Str (Athletics) check. Restrained creatures take 2d8 bludgeoning damage at the start of the lift’s turn.
- Heavy Floor. The floor of a macabre lift is built from heavy wooden planks. Attacks against the macabre lift from creatures above it (such as passengers that were being raised or lowered in the lift) are made against AC 15, not AC 7.
One of the first fleshgines, the macabre lift has found widespread usage among government buildings and other large, multilevel structures with the budget to install such amenities. These constructs are rather simple in design, with a fleshy, leathery hide grown on the underside of a 10-foot-by-10-foot deck of heavy wooden planks. Four stocky limbs extend from the underside of the creature at its four corners and end with club-like pseudopods surrounded by a fringe of grasping fingers with thick, coarse nails. The entire fleshgine is no more than 2 feet thick but weighs 1,500 pounds or more (3,500 pounds if constructed with an iron deck).
Macabre lifts are designed to be placed in vertical shafts whose dimensions match those of the fleshgine. The fleshgine then lies flat at the base of the shaft and allows passengers to step upon its decking. Upon a signal —usually the ringing of a small bell set into the side of the shaft — the macabre lift begins to climb the shaft while keeping its deck level and stable. Handholds are often built into the walls of the shaft to make the climb easier for the fleshgine, but its climbing pseudopods are so adept that it rarely needs any sort of assistance. The number of times that the bell is rung indicates to what floor the lift is supposed to carry its passengers. Likewise, bells set into the shaft at floors above summon it from below to pick up passengers. The rise and fall of the climbing fleshgine is so smooth that most passengers easily forget that they are riding upon the back of an animated construct.
If a macabre lift goes berserk, its usual tactic is to tip itself over to try to dump any passengers to the floor of the shaft below. Anyone riding the lift when it does this must make a successful DC 13 Dex saving throw to grab hold of the fleshgine’s deck and not fall.
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.