MUKUROKOORI MONK

During the Hungary Storm adventure, the party has to deal with a mob of re-animated ice-zombies.  Not a threat individually but there are 90+ of these guys wandering around and they all get triggered and some point during the adventure.  


MUKUROKOORI MONK
Medium undead, neutral evil
Armor Class 12 (blue dyed leather scale)
Hit Points 76 (9d8 + 36)
Speed 30 ft.
STR        DEX        CON        INT        WIS        CHA
19 (+4)    10 (+0)    18 (+4)    10 (+0)    10 (+2)    5 (-3)
Saving Throws Con+6, Wis +2
Damage Resistance slashing and piercing from nonmagical attacks
Damage Immunities cold, poison
Damage Vulnerabilities fire
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 2 (450 XP)

Cold Aura. A mukurokoori radiates an aura of intense cold. All creatures within 5 feet of the undead monster take 3 (1d6) points of cold damage.

Ice Walk. The mukurokoori can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost him extra movement.

Undead Fortitude. If damage reduces the mukurokoori to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the mukurokoori drops to 1 hit point instead.

Special Gear: Sugars. The mukurokoori monk may randomly have one of the following sugars which they can ingest as a bonus action. At the end of combat, the monk has a 50% chance of having another random sugar as loot:

  1. Ako’s Sugar. The kanji for war appears momentarily above the monk’s head.  The monk now does an extra 4 (1d8) damage on all their attacks for the rest of the encounter.
  2. Ungo’s Sugar. The kanji for oak appears momentarily above the monk’s head. The monk now has +2 to AC until the end of the encounter.
  3. Gokan’s Sugar. The kanji for vigor appears momentarily above the monk’s head. The monk now has 10 temporary hit points until the end of the encounter.
  4. No sugar.

ACTIONS*
Freezing Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) cold damage and the target loses 10 feet of movement until the end of its next turn.

Naginata. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.

Testudo. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.

Frozen Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage and 7 (2d6) cold damage. If the target is a creature, the adept can choose one of the following additional effects:

  • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (mukurokoori’s choice).
  • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
  • The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn.

* Mukurokoori monks at the monastery have only one of these attack options depending on how they are armed.


MUKUROKOORI HORDE
A Huge Swarm of Medium undead, neutral evil
Armor Class 12 (blue dyed leather scale)
Hit Points 364 (81d8)*
Speed 30 ft.
STR        DEX        CON        INT        WIS        CHA
19 (+4)        10 (+0)        10 (+0)        10 (+0)        10 (+2)        5 (-3)
Saving Throws Con+6, Wis +2
Damage Resistance bludgeoning, piercing, slashing
Damage Immunities cold, poison
Damage Vulnerabilities fire
Condition Immunities poisoned; charmed, frightened, paralyzed, petrified, prone, restrained, stunned.
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 8 (3,900 XP)

Cold Aura. A mukurokoori horde radiates an aura of intense cold. All creatures sharing the same space as the horde take 3 (1d6) points of cold damage.

Ice Walk. The mukurokoori horde can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost him extra movement.

Swarm 2.0. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium undead. The swarm can’t regain hit points or gain temporary hit points. A swarm takes half damage from attacks that use an attack roll and double damage from effects that require it to make a saving roll. Creatures that are not swarms are impaired while they remain in the swarm’s space or within 5 feet of it and have disadvantage on attack rolls and Constitution saving throws to maintain concentration. The area of the swarm is considered difficult terrain.

ACTIONS

Freezing Slam. Each creature that shares a space with the horde automatically takes 7 (1d6 + 4) bludgeoning damage and 7 (2d6) cold damage.

*The horde is made up of 9 mukurokoori

 

Banner Credit: Credit printed on the picture – joyto91@deviantart.