Hunting Horror (5e Creature)

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Hunting Horror[edit]

Large aberration, chaotic evil


Armor Class 15 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 20 ft., fly 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 9 (-1) 13 (+1) 7 (-2)

Skills Perception +4, Stealth +5
Damage Vulnerabilities radiant
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Tongue of the Old Ones, telepathy 60 ft.
Challenge 5 (1,800 XP)


Flyby. The hunting horror doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Sunlight Hypersensitivity. The hunting horror takes 20 radiant damage (this includes its vulnerability to radiant damage) when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack. The hunting horror makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Haunting Scream (Recharge 5-6). The hunting horror emits a terrifying scream. Each creature within 30 ft. of the hunting horror that can hear it must make a DC 15 Wisdom saving throw, taking 5 (1d10) psychic damage and becoming frightened until the end of its next turn on a failed save, or half as much damage on a successful one.


The hunting horrors are the messengers and enforcers of Nyarlathotep, the Crawling Chaos, and obey him slavishly. While powerful, they shun the light of sun for it reduces their body to nothing but fine ash.

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