Large
Undead
CR 3
Neutral Evil
Seventeenfold
Horde of Shambling Remains
The Seventeenfold is not a single mind but a single mass: seventeen levelled corpses fused by a slow, fetid will. It lurches as a single, stumbling unit, a rolling tangle of grasping hands and blank eyes that swallows light and sound. When it comes at a camp it seems to multiply the simplest horrors of undeath — the creak of a joint, the wet slide of a palm over bone — until nearby folk swear the thing is alive with whispering voices that urge one another to tear and drag victims down.
Armour
14
natural armor
Hit points
85
10d10+30
Speed
20ft
Challenge
3
700 XP
STR
16
+3
DEX
8
-1
CON
16
+3
INT
3
-4
WIS
6
-2
CHA
5
-3
Saving throws
CON +5
Skills
Perception +2
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison
Condition immunities
poisoned, charmed
Senses
darkvision 60 ft., passive Perception 12
Languages
understands Common but can't speak
Multiattack. The Seventeenfold makes two Slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.
Encroaching Grasp (Recharge 5–6). The Seventeenfold unfurls extra hands to overwhelm a creature it can reach. Each creature in a 10-foot cone must succeed on a DC 12 Strength saving throw or be restrained by grasping hands (escape DC 12). A restrained target takes 7 (2d6) necrotic damage at the start of each of its turns while restrained. If the Seventeenfold is reduced to 0 hit points while a creature is restrained by this ability, the restrained creature must succeed on a DC 12 Constitution saving throw or gain one level of exhaustion as the horde tries to fuse with the victim's flesh.
Sink and Swallow. When a creature the Seventeenfold can see moves within its reach, the Seventeenfold can use its reaction to attempt to knock that creature prone. The target must succeed on a DC 12 Dexterity saving throw or be knocked prone as hands and debris entangle their legs.
Legends say the Seventeenfold began as an ill-fated experiment in a forgotten hospice, where a heretical litany sought to bind dying men together so they might move as one and complete their last duties. The ritual curdled: instead of obedience the binding birthed a communal hunger and a slow, implacable cohesion. The most famous ruin it haunts is the Ossuary of Belth, where pillars of bleached bone and a collapsed chapel provide endless places for pieces of the horde to hide and re-form. Scholars of the unnatural like Maeric Tuven and the Order of the Iron Reliquary argue the Seventeenfold is an emergent undead ecology rather than a true construct. It feeds on bodies and memories alike, attaching itself to battlefields, plague pits, and tombs where fresh corpses are frequent. Small, disciplined parties can scatter it by fire or holy rites; larger settlements rarely risk the prolonged attention the horde draws. Tales from miners, who speak of tunnels where the Seventeenfold echoes with the muffled shuffling of dozens of boots, insist that hearing the same cough twice is a sure sign the horde is near.
Imagine a pile of humanoid torsos stitched and pressed into a single broad mass roughly the height of a crouching man and twice as wide — about as tall as a doorway when it stands. Seventeen heads bob at odd, mismatched necks; many faces are half-sloughed, with empty eyesockets or staring, milky irises. Limbs coil together: three left arms might share one forearm as if sewn, fingers fused into extra palms. Exposed tendons and sewn sinew create lines like crude rope across the mass. Flesh tones vary from fresh pallor to stinking grey; rust-streaked chain links and fragments of funerary cloth hang from ribs. When it moves, the skin between bodies stretches, exposing glimpses of rib and vertebrae like white spines beneath a ragged quilt.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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