Terror From Beyond (5e Creature)

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Terror From Beyond[edit]

Medium aberration, chaotic evil

Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 0 ft., fly 30 ft. (hover)

11 (+0) 16 (+3) 14 (+2) 7 (-2) 13 (+1) 5 (-3)

Condition Immunities blinded, charmed, deafened, frightened, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 11
Challenge 2 (450 XP)

Incorporeal Movement. The terror from beyond can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

From Beyond. The terror from beyond is invisible to creatures it hasn't hit with a melee attack, and takes only half damage from opponents that can't see it.


Multiattack. The terror from beyond makes two attacks with its tendrils.

Tendril. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If this attack hits the target and reduces it below half its maximum hit points, the target must succeed on a DC 12 Constitution saving throw or be knocked unconscious for 1 hour.

A terror from beyond appears as amorphous bags of translucent flesh with trailing nests of tendrils. These tendrils are mostly sensory organs, though the largest ends in a fanged mouth. Terrors exist on the Astral Plane that overlays reality. Usually, terrors do not step into other planes; however, if a being from the Material Plane senses a terror from beyond, the terror can sense the creature in turn. Always hungry, the terror may use its appendages to bite off parts of the unfortunate victim. Once the victim passes out, it is dragged to the Astral Plane by the terror, never to be seen again.

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