Terrorgheist (5e Creature)

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Terrorgheist[edit]

Huge undead, neutral evil


Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 25 ft., fly 80 ft.


STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 20 (+5) 7 (-2) 10 (+0) 7 (-2)

Saving Throws Dex +5, Int +3, Wis +5, Cha +3
Skills Perception +5
Proficiency Bonus +5
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities frightened, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15
Languages understands Common but can't speak
Challenge 13 (10,000 XP)


Dive Attack. If the terrorgheist is flying and dives at least 30 feet straight toward a target and then hits with a melee weapon attack, the attack deals an extra 10 (3d6) damage to the target.

Sunlight Sensitivity. While in sunlight, the terrorgheist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The terrorgheist makes two attacks, one with its bite and one with its claws. It can also use its death shriek if it can.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the terrorgheist can't use its claws on another target.

Death Shriek (Recharge 5-6). Each non-undead creature within 60 feet of the terrorgheist must make a DC 18 Constitution saving throw. On a failed save, a creature takes 21 (6d6) thunder damage and 21 (6d6) psychic damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much of each damage and is not stunned.


Terrorgheists are the largest and most ferocious bat species to have ever existed, so large and terrifying that they've grown to the size of dragons. In the hidden reaches of valleys and forests, these titanic bats soar out from their caves to hunt horses, caravans and pegasi under the sickly skies. It is the ambush tactic of the creatures that give them their truly terrifying reputation. A terrorgheist's vision is poor, so the swooping monstrosity ensures that its prey is rendered motionless by emitting a piercing shriek so loud and unexpected it can stun even a trained warhorse into paralysis. At that precise moment, the terrorgheist will dive down, gather up rider and mount in its talons, and return to its lair to glut itself on the warm blood of its victims.

Bound in Death. It is the mortal remains of these troglodytic beasts that the vampires bind to their service. The binding process comes easily to these reclusive undead, for vampires and terrorgheists have much in common. As dark magic swirls around the monstrous cave-creature, a bond of blood is formed between master and beast. In death, a terrorgheist becomes a nightmare made real. Guided by its master's will, the monstrosity creaks through the clouds above the battlefield on blotch-skinned pinions, its rotten flesh and withered organs open to the night air.

Unearthly Screech. It is the deathly shriek of an unliving terrorgheist that is perhaps its most fearsome aspect. As the magics of undeath are worked upon the beast, its cry is transformed from a simple but shockingly loud noise into a barrage of eldritch power. Some say the terrorgheist's shriek is nothing less than the screams of the damned, channeled directly from hell, though it matters little to the terrorgheist's prey, for so devastating is its sonic attack that it can cause a man to die of fright in an instant. By venting this noise as it dives down upon its prey, a terrorgheist can cripple its enemies moments before it slams into the reeling survivors, slaughtering the rest with tooth and claw.

Undead Nature. A terrorgheist doesn't require air, food, drink, or sleep.

5.00
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