Writhing Footman

Medium Aberration, Chaotic Evil

Armor Class: 15 (Half-Plate)

Hit Points: 60 (8d8+24)

Speed: 30 ft.

STR 18/+4

DEX 10/+0

CON 16/+3

INT 6/-2

WIS 8/-1

CHA 5/-3

Saving Throws: Wis +1

Damage Resistances: Cold, Psychic

Damage Immunities: Necrotic (Special)

Condition Immunities: Blinded, Exhaustion, Charmed, Frightened

Senses: Blindsight 60 ft., Passive Perception 9

Languages: Common and Deep Speech; Understands but can’t Speak

Challenge: 3

Proficiency Bonus: +2

Eldritch Vigour. When the Footman would take necrotic damage, it not only ignores the damage, but also regains hit points equal to the necrotic damage it would take. 

Writhing Mass. The Footman can attempt to grapple as a bonus action (Escape DC 14), and its grapple has a reach of 20 feet and it doesn’t have a limit to how many creatures it is grappling at a single time. 

  • As a bonus action, the Footman can also force all grappled creatures to make a DC 14 Strength saving throw. On a failure they take 8(1d8 +4) bludgeoning damage and the Footman can move them individually to any unoccupied space within 20 feet of it.
  • The Footman grapples with its flesh. Each strand of flash can be attacked (AC 10, 10 Hit Points). “Killing” a strand of flesh makes it stop grappling the target, but it deals no damage to the Footman.


  • Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9(1d10+4) slashing damage plus 5 (1d10) necrotic damage
  • Withering Touch. Melee Weapon Attack: +6 to hit, reach 20 ft, two targets. Hit: 4(1d8) necrotic damage, and the target is grappled (Escape DC 14)
  • Burst of Flesh. The Footman unleashes a burst of fleshy tendrils that lash at anything in its vicinity. All creatures within 5 feet of the Footman must make a DC 14 Dexterity Saving throw. On a failure, they take 5(1d10) bludgeoning damage and are knocked prone. Creatures grappled by the Footman automatically fail on this saving throw.

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