Nest of Horrors (5e Creature)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Pull-In reads like it's meant for a different edition. Release Swarm should specify what the nest of horrors is summoning. The legendary actions seem to misunderstand how legendary actions work in 5e, and appear to be upgraded ordinary actions. 04:37, 9 May 2025 (UTC)


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Nest of Horrors[edit]

Huge aberration, neutral evil


Armor Class 14 (natural armour)
Hit Points 175 (13d12 + 91)
Speed 0 ft.


STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 25 (+7) 2 (-4) 12 (+1) 20 (+5)

Saving Throws Dex +3, Con +11, Wis +5, Cha +9
Skills Acrobatics +3, Animal Handling +5, Athletics +9, Deception +9, Intimidation +9, Perception +5, Persuasion +9, Survival +5
Proficiency Bonus +4
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities paralyzed, poisoned, prone
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
Languages Abyssal, Infernal
Challenge 9 (5,000 XP)


Innate Spellcasting The nest of horrors' spellcasting ability is its Charisma (spell save DC 17). The nest of horrors can innately cast the following spells, requiring no material components:

4/day each: animal friendship, charm person, comprehend languages, disguise self, message, speak with animals, vicious mockery
2/day each: animal messenger, calm emotions, detect thoughts, enthrall, hold person, suggestion
1/day each: fear, sending, tongues

ACTIONS

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 26 (4d12 + 5) piercing damage.

Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.

Pull-In. Melee Weapon Attack: +9 to hit, reach 20 ft., one creature. Hit: 10 (1d10 + 5) bludgeoning damage. This provokes an attack of opportunity by the one being grappled if the attack of opportunity deals damage then the grapple fails. At this point, the nest of horrors makes a touch attack (+5 to Hit) versus the enemy’s reduced AC for such (They lose armor bonus, shield bonus, and natural armor bonus from their AC for the purpose of this touch attack) If successful the Nest pulls the character from where they were into a square beside it. (Normally the front) As they land in front of it the Nest of Horrors may attempt to perform a Bite attack against the grappled one as a touch attack. At this point, the nest of horrors may hold them in place or release them from its grapple. The Nest of Horrors reaches out with its tentacles to latch on to an opponent and pull them to its maw.

Enslave Swarm (3/Day). The nest of horrors targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw against this magic or be charmed by the nest of horrors. The charmed target is under the nest of horrors' control and can’t take reactions, however every time it takes damage or is asleep they may attempt the saving throw again. Success ends the effect.

Release Swarm (6/Day). The nest of horrors unleashes a 1d4 mind-controlled swarms or 1d4 single entities (depending on what's under its control) from its insides to attack on its behalf.


LEGENDARY ACTIONS

The nest of horrors can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The nest of horrors regains spent legendary actions at the start of its turn.

Psychic Drain (Costs 2 Actions). One creature or swarm under the Nest of Horror’s control takes 10 (3d6) psychic damage, and the Nest of Horrors regains hit points equal to the damage dealt.

Empowered Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one creature. Hit: 15 (1d10 + 10) Bludgeoning damage. The Nest of Horrors empowers a tentacle with dark energies and lashes out with it.

Dark Awakening. Melee Weapon Attack: +7 to hit, reach 20 ft., one creature. Hit: 10 (1d10 + 5) Bludgeoning damage. The nest of horrors charges a tentacle with maddening magic and slams it into a creature or swarm under its control, twisting them into a new nestled horror.

A massive entity composed of writhing muscles and branching tentacles, the nest of horrors is a terrible sight to behold. The 'stump' of the creature is actually several tentacles wrapped together that then branch out, coiling themselves around a massive mutated corpse beneath the creature wherein swarms of mind-controlled servants are slowly fusing into the corpse's flesh due to salivated slaps by tentacles from above. The creature bears eyes on its tentacles and core body, a bulbous growth that features a large gaping maw full of sword-like teeth.
The creature can talk, however, with words as smooth as honey or as commanding as a well-trained general. It uses this for any advantage it can get, including creating fables to spread of its own capabilities and knowledge, ever seeking more food and protectors, while the more intellectual ones of their kind find themselves worshipped as false idols.

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