Hulking Mass: The Rotten Knight is composed of a colony of living flesh creatures, created from the bodies of the hotel guests. The colony is composed of eleven small sized bunches of flesh worms, each with 75 total hitpoints and an AC of 12. Each flesh worm can act independently, but when they assemble inside the black plate armor, they combine to create one symbiotic mass of flesh which pilots the armor. When assembled, the total HP pools of all the flesh worms are combined into one pool of 675, they gain the various bonuses of the black plate armor, and they gain the ability to use the tower shield. Stench: The Rotten Knight's overpowering smell is toxic and debilitating to other creatures. When a creature starts its turn within ten feet of the Knight, it must make a DC 15 Constitution saving throw. On a save failure, the creature gains a vulnerability to poison damage and makes all Constitution saving throws with disadvantage until the start of its next turn, including the save to resist the stench if it begins its turn within range again thereafter. On a save success, the creature is unaffected by the stench, and is then immune to the stench for one minute thereafter. Additionally, while within 60 feet of the Knight, all creatures' Perception checks based on smell made to detect it are rolled with advantage. Item Effect (Black Plate Armor): While assembled inside the black plate armor, the colony of flesh worms which compose the Rotten Knight gain a variety of benefits. In addition to the AC bonus provided by the armor, the Knight gains resistance to Acid, Bludgeoning, Cold, Force, Piercing, Radiant, and Slashing damage, as well as immunity to the Paralyzed and Stunned conditions. The Knight also gains a multiattack, and can use the Grasp, Shield Bash, and Spore Cloud attacks while assembled inside the armor.
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