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Laughterhouse Orrors: Unbound Monsters: Slaughterhouse Horrors

Slaughterhouse horrors are undead monsters created by necromancers from the leftover animal parts found in slaughterhouses and butcher shops. They come in various forms due to their patchwork construction. Swine dregs are misshapen lumps of animate pig flesh that swarm foes with their obstructive bodies. Zompigs are more humanoid monsters that attack with cleavers and claws in an aggressive, berserker fashion, making them difficult to stop. Slaughterhouse horrors are cheap for necromancers to create and serve as disposable forces of destruction.
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100% found this document useful (1 vote)
722 views7 pages

Laughterhouse Orrors: Unbound Monsters: Slaughterhouse Horrors

Slaughterhouse horrors are undead monsters created by necromancers from the leftover animal parts found in slaughterhouses and butcher shops. They come in various forms due to their patchwork construction. Swine dregs are misshapen lumps of animate pig flesh that swarm foes with their obstructive bodies. Zompigs are more humanoid monsters that attack with cleavers and claws in an aggressive, berserker fashion, making them difficult to stop. Slaughterhouse horrors are cheap for necromancers to create and serve as disposable forces of destruction.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Unbound Monsters: Slaughterhouse Horrors

SLAUGHTERHOUSE
HORRORS
In a civilized, modern society, good bodies are hard to
come by. With graveyard raiding or making humanoid
corpses ‘fresh’ often out of the reach of low-budget ne-
cromancers, more creative solutions must be found- and
a city’s slaughterhouses are a fitting alternative. Stitched
together from the leftover scraps of swine, cows, even
poultry that are in abundance in any butcher’s shop or
meat packing warehouse and infused with the remnants
of a beastial intewlligence, these Slaughterhouse Horrors
are cheap, easy to make… and just as dangerous as any
other undead.

Mockery of Life. Given they’re constructs made from the


leftover scraps of slaughtered animals, no two Slaughter-
house Horrors are exactly alike. A patchwork of various
animal parts with only the most basic aesthetic conside-
ration behind their malignant purpose, these cheap, dispo-
sable constructs need only to be able to follow commands. Artwork by DM Tuz
With the more dextrous or delicate work of other undead
minions out of the question, these creatures are suited
only to one thing: Destruction.
Swine Dreg
Medium undead, chaotic evil
SWINE DREG —
Armor Class 9
The Swine Dreg is little more than a misshapen lump Hit Points 11 (2d6 + 4)
of animate pig flesh given violent purpose. Made from Speed 20 ft.
the rejected parts of other horrors, pieces too rotted or
misshapen even for such simplistic constructs, it would be

STR DEX CON INT WIS CHA
a pitiable thing, if not for its horrid intent. With limbs and 13 (+1) 8 (-1) 15 (+2) 2 (-4) 11 (0) 6 (-2)
maw stitched together in the most basic asymmetry and

Proficiency +2
with a body built upon bones too gelatinous and rotted to
stand, the Swine Dreg drags itself towards its foes with Damage Resistances bludgeoning
a throatless agony, driven only by the urging of its dark Damage Immunities poison
Condition Immunities poisoned
master.
Senses darkvision 60 ft., passive Perception 10
Challenge 1/8 (25 XP)
Suggested Tactics

Keen Smell. The Swine Dreg has advantage on Wisdom
Swine Dreg will swarm characters to hinder them with (Perception) checks that rely on smell.
their Obstructing Mass ability. If they find themselves in
second row, they will use their Bile attack. Obstructing Mass. A creature that starts its turn within 5 ft.
of at least two Swine Dreg must succeed on a DC 12 Strength
Swine Dreg might be not high in offense, but their saving throw. On a failed save the creature’s movement speed
obstructing nature will make them tempting targets for is halved until the beginning of its next turn. A creature makes
players to prioritize over bigger threats. a single save against all Swine Dregs’ Obstructing Mass ability
per turn. [Constitution Based]

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.

Bile. Ranged Weapon Attack: +1 to hit, range 10/20 ft., one


target. Hit: 2 (2d4) acid damage.

Writing by Cannonsong Concept and Game Design by DM Tuz


Unbound Monsters: Slaughterhouse Horrors
Zompig
Medium undead, chaotic evil

Armor Class 10 (natural armor)
Hit Points 25 (3d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+1) 11 (0) 18 (+4) 3 (-4) 11 (0) 6 (-2)

Proficiency +2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Challenge 1 (200 XP)

Keen Smell. The Zompig has advantage on Wisdom
(Perception) checks that rely on smell.

Undead Fortitude. If damage reduces the Zompig to 0 hit


points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the Zompig drops to 1 hit
point instead

Actions
Multiattack. The Zompig makes 2 attacks, one with its cleaver
and one with its claw.

Cleaver. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 6 (1d8 + 2) slashing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 5 (1d6 + 2) slashing damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.


Artwork by DM Tuz Hit: 4 (1d4 + 2) piercing damage.
ZOMPIG
Though a construct built from slaughtered animal parts
Reactions
is little more than a substitute for a humanoid undead, Lash Out. When the Zompig takes damage from an attack
of a creature it can see, it moves up to its speed towards
there are some enterprising necromancers who attempt
the creature that damaged it. If the triggering creature is
to bridge the gap. Walking upright in a crude facsimile of
within reach, the Zompig will make a bite attack against the
a human gain, the Zompig is an aggressive brute of a crea- creature instead.
ture, a violent, aggressive berserker with crude weapons
stitched onto limbs that could not carry them otherwise.
This pig in the shape of a man is unfeeling, unwavering
in its fury, and though the notion of such a creature may
seem laughable in theory, in practice it is a nigh-unstopp-
able monstrosity, for whom the loss of parts and infliction
of what should be mortal wounds is not an obstacle.

Suggested Tactics
Zompigs will act aggressively and make use of Lash Out
whenever possible to close the gap, or to make another
bite attack.

Zompigs are monsters with a high staying power thanks


to Undead Fortitude and high Constitution scores,
allowing them to stick to targets with disregard of self pre-
servation. They are straight-forward brutes that pressure
characters to deal with them.

Writing by Cannonsong Concept and Game Design by DM Tuz


Unbound Monsters: Slaughterhouse Horrors
Many-Trotter
Large undead, chaotic evil

Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 17 (+3) 2 (-4) 13 (+1) 6 (-2)

Proficiency +2
Skills Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Challenge 3 (700 XP)

Keen Smell. The Many-Trotter has advantage on Wisdom
(Perception) checks that rely on smell.

Ambusher. The Many-Trotter has advantage on attack rolls


against any creature it has surprised.

Overwhelm. When the Many-Trotter hits a creature with a


bite attack made with advantage, it can make one Constrict
attack against it as a bonus action.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) damage if the
attack is made with advantage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 13 (2d8 + 4) bludgeoning damage. If the creature is
Medium size or smaller it is grappled, escape DC 16 Until this
grapple ends, the creature is restrained, and the Many-Trotter
can’t constrict another target. [Strength Based]
Artwork by DM Tuz

MANY-TROTTER
A creature made from segments of many porcine bodies
stitched together to form a sort of pseudo-centipede, this
beast is long and disturbingly flexible both physically and
mentally. Large- given it consists of often dozens of pig
corpses- yet disturbingly lithe, it possesses a predatory in-
telligence, able to lie in wait and ambush prospective prey.
Driven more by a force than a thinking mind, this beast
is shockingly destructive in its intended role, unwavering
and unreasonable in its drive to hunt, to seek, to kill.

Suggested Tactics
The Many-Trotter will use it‘s Stealth skill to make use of
its Ambusher and Overwhelm ability in the first round of
combat. Once the first round passed or the Many-Trotter
failed to ambush it will attempt to first contstrict a charac-
ter and then attack it with Bite to deal the most damage.

The Many-Trotter is an assassin-type monster that has


the potential to take down a character in the first round of
combat, if able to ambush. Before using one, make sure
that your players will not be outright killed by it‘s first
round of damage (averaging at 31 damage).

Writing by Cannonsong Concept and Game Design by DM Tuz


Unbound Monsters: Slaughterhouse Horrors
Bile Bomber
Medium undead, chaotic evil

Armor Class 9
Hit Points 26 (4d8 + 8)
Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 7 (-2) 15 (+2) 2 (-4) 11 (0) 6 (-2)

Proficiency +2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Challenge 1 (200 XP)

Keen Smell. The Bile Bomber has advantage on Wisdom
(Perception) checks that rely on smell.

Impeded Movement. The Bile Bomber is unable to dash


and standing up from being knocked prone costs all of
its movement.

Death Throes. When a Bile Bomber is reduced to 0 hit points,


it explodes in a spread of acidic bile and dies. Each creature
within 5 ft. of the Bile Bomber must make a DC 12 Dexterity
saving throw taking 10 (4d4) acid damage on a failed save and
half as much on a successful one. The explosion leaves behind
a 15-foot square puddle of acid centered on the position of the
Bile Bomber. A creature takes 10 (4d4) acid damage when it
enters the puddle for the first time on a turn or ends its turn
there. The puddle remains for one minute unless removed or
washed away. [Constitution Based]

Artwork by DM Tuz Actions


Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
BILE BOMBER Hit: 4 (1d6 + 1) piercing damage plus 2 (1d4) acid damage.

Bile. Ranged Weapon Attack: +4 to hit, range 40/60 ft., one


This reanimated pig carcass is bloated and distended with
target. Hit: 10 (4d4) acid damage. [Constitution Based]
gangrenous organs, dragging its bulbous gut into battle
as bile leaks from its slack jaw. Though it is slow moving,
forced to all fours by the weight of its decaying mass, it
can spit disgusting bodily fluids at foes, or be utilized as a
stationary, deadly trap. Upon death, the barely-contained
rot within this abomination is released in a spray of gore
and bile, and anyone unwary enough to be caught in the
blast is sure to find themselves in grave danger.

Suggested Tactics
Bile Bombers will try to stay out of reach of approaching
creatures, trying to make as many Bile attacks as possible
before they are forced into combat. Once in combat they
will attack creatures with their bite attack and attempt
to affect as many creatures with their Death Throe as
possible.

Bile Bombers can be deployed as pseudo traps because of


their death throe effect, as well as artillery-type monsters
thanks to their ranged weapon attacks.

Writing by Cannonsong Concept and Game Design by DM Tuz


Unbound Monsters: Slaughterhouse Horrors
Frenzy Feather
Tiny undead, chaotic evil

Armor Class 17 (natural armor)
Hit Points 10 (4d4)
Speed 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 10 (0) 2 (-4) 6 (-2) 6 (-2)

Proficiency +2
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 8
Challenge 1/2 (100 XP)

Clumsy Flight. If the Frenzy Feather ends its turn in the air, it
begins to fall. The Frenzy Feather takes no falling damage if it
can use its wings to break the fall.

Evade. If an effect would force the Frenzy Feather to make a


Dexterity saving throw and deal half damage on a successful
one, it takes no damage instead.

Unpredictable. Opportunity attacks against the Frenzy


Feather are made with disadvantage.

Actions
Multiattack. The Frenzy Feather makes one Frenzy attack
against each creature within 5 ft. of it.

Frenzy. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 7 (2d4 + 2) slashing damage.

Artwork by DM Tuz

FRENZY FEATHER
Little more than an amalgamation of dangerous edged
instruments, saw blades, and chains affixed to the body
of a reanimated chicken, this simple construct flails and
thrashes with uncontrollable abandon. Little more than
a mobile knife rack, the Headless Chicken isn’t meant so
much to be controlled as it is to be let loose in the vague
direction of the enemy, throwing itself around in unpredic-
table patterns and inflicting as much damage as possible
before it succumbs to its wounds. Even then, it often takes
outright destruction of the beast to end its threat, as every
synapse is primed to keep twitching until they can be
made to twitch no longer.

Suggested Tactics
Not much tactic is needed. A frenzy feather will always
move to the closest available enemy targets and attack
anything that is within range without discrimination until
destroyed.

Writing by Cannonsong Concept and Game Design by DM Tuz


Unbound Monsters: Slaughterhouse Horrors
Slaughterhouse Abomination
Large undead, chaotic evil

Armor Class 14 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (0) 16 (+3) 3 (-4) 10 (0) 6 (-2)

Proficiency +2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Challenge 4 (1,100 XP)

Brute. A melee weapon deals one extra die of its damage
when the Slaughterhouse Abomination hits with it (included in
the attack).

Stench. Any creature that starts its turn within 5 feet of


the Slaughterhouse Abomination must succeed on a DC 13
Constitution saving throw or be poisoned until the start of
the creature’s next turn. On a successful saving throw, the
creature is immune to the stench of all Slaughterhouse
Abominations for 1 hour.

Actions
Multiattack. The Slaughterhouse Abomination makes 2
attacks; one with its hook and one with its cleaver.

Hook. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 17 (3d8 + 4) piercing damage. The reach of this attack is 15
ft. if the target is a creature grappled by the hook.

Cleaver. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 14 (3d6 + 4) slashing damage.

Hook (Thrown). Ranged Weapon Attack: +6 to hit, range


15 ft., one target. Hit: 13 (2d8 + 4) piercing damage. The
target is grappled, escape DC 14, and pulled 10 ft. straight
towards the Abomination. Until the grapple ends, the target
is restrained and the Abomination can’t use its hook against Artwork by DM Tuz
another target. The chain can be attacked (AC 20; 10 hit
points; immunity to poison and psychic damage). The chain
can be burst if a creature takes an action and succeeds on a
SLAUGHTERHOUSE ABOMINATION
DC 20 Strength check against it. Once the chain is broken, the Perhaps the most… coherent of its kind, the Slaughter-
Abomination can’t throw its hook anymore until it is repaired. house Abomination is an amalgam of the best slaught-
[Strength Based] erhouse parts a necromancer can find. A combination of
porcine and bovine parts made to walk upright, this wall
of beef and fury resembles a minotaur, if such a creature
was pasted together from parts that mostly fit- and which
were most ideal as murderous implements. Unlike many
abominations, this resilient creature is tougher than most,
and serves most often as a guardian and quite literal meat
shield.

Suggested Tactics
The Slaughter House Abomination will attempt to engage
as many creatures in combat as possible, to force them to
make saving throws against its stench, while also forcing
far reached targets within 5 ft. of itself with its Hook.

If the Slaughter House Abomination is deployed with


vulnerable targets it is charged to protect, it will keep foes
away from said target by using its Hook.

Writing by Cannonsong Concept and Game Design by DM Tuz


Unbound Monsters: Slaughterhouse Horrors
LUMP OF SWINE
The fevered creation of a cornered necromancer, this
mound of animate flesh is little more than the embodi-
ment of last-ditch desperation. Made up of dozens, even
hundreds of pig carcasses brought together in only the
slightest facsimile of cohesion, this mountain of meat
knows only hatred. With the same dark and terrible
magic that keeps it alive granting it the ability to melt and
subsume other living beings into itself, and even the pie-
ces chopped from its multitudinous hide able to reanima-
te as swinelings themselves, this horrific collective is as
dangerous as the frantic will that brought it to life.

Actions
Multiattack. The Lump of Swine makes 2 Pseudopod attacks.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target the Lump of Swine has not grappled. Hit: 10 (2d6 + 3)
bludgeoning damage and the target is grappled, escape DC 15.
[Constitution Based]
Lump of Swine Embrace. A creature grappled by the Lump of Swine must
Huge undead, chaotic evil
make a DC 15 Strength saving throw. On a failed save it takes
— 10 (2d6+3) bludgeoning damage and is restrained until the
Armor Class 9 (natural armor)
grapple ends. On a successful save a creature takes half as
Hit Points 189 (18d12 + 72)
much damage and is not restrained. [Constitution Based]
Speed 30 ft.
— Erupting Bile (Recharge 5-6). The Lump of Swine spews
STR DEX CON INT WIS CHA acidic Bile at a point within 60 ft. of itself where it forms
17 (+3) 6 (-2) 19 (+4) 3 (-4) 13 (+1) 6 (-2)
a 10-foot puddle, which becomes difficult terrain. When a

Proficiency +3 creature enters the affected area for the first time on a turn
Saving Throws Str +6, Con +7 or starts its turn there, the creature must succeed on a DC
Skills Perception +4 15 Dexterity saving throw or takes 25 (10d4) acid damage.
Damage Resistances bludgeoning, necrotic The puddle remains for one minute or until washed away.
Damage Immunities poison [Constitution Based]
Condition Immunities charmed, frightened, poisoned, prone
Senses darkvision 60 ft., tremorsense 30 ft., passive Legendary Actions
Perception 14 The Lump of Swine can take 2 legendary actions, choosing
Challenge 8 (3,900 XP) from the options below. Only one legendary action can be
— used at a time and only at the end of another creature’s turn.
Legendary Resistance (1/Day). If the Lump of Swine fails a The Lump of Swine regains spent legendary actions at the start
saving throw, it can choose to succeed instead. of its turn.

Massive. The Lump of Swine can’t dash. Effects that would Pseudopod. The Lump of Swine makes a Pseudopod attack.
push the Lump of Swine only push it half as far. Additionally Embrace. The Lump of Swine uses Embrace.
the Lump of Swine can have up to 8 creatures grappled Consume (2 Actions). A creature restrained by the Lump
at a time. of Swine must make a DC 15 Constitution saving throw. On a
failed save a creature takes 22 (5d8) necrotic damage and the
Flesh Forming. A creature that starts its turn being grappled Lump of Swine regains half as many hit points. On a successful
by the Lump of Swine must make a DC 15 Constitution saving save a creature takes half as much damage and the Lump of
throw. On a failed save a creature takes 9 (2d8) necrotic Swine regains no hit points. [Constitution Based]
damage. A creature that dies while being grappled by the
Lump of Swine dissolves and becomes absorbed into its body
at the start of the Lump of Swine’s turn. The Lump of Swine
regains 13 (3d8) hit points when it absorbs a small sized or
larger creature. [Constitution Based]

Writing by Cannonsong Concept and Game Design by DM Tuz

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