Your worst nightmare, you say? Do your nightmares eat you? Do they rip chunks from your very being, oh so slowly? Do they delight in your pain, in your fear? Finally, after you beg for your own end, do your nightmares oblige you by devouring your soul, your very essence, lapping at what you were like a sticky sweet dessert? Somethings are better left unknown, better left undisturbed.
ANIMAVORE
"Stu's been drooling like that since we woke up. Won't let go of that damn glowing stone we found in the cairn. I say we take his stuff and head for town. Let's leave the stone though, it gives me the willies."
-Kipper of Trent, a member in good standing of the Iron Oak Adventuring Company.
-Kipper of Trent, a member in good standing of the Iron Oak Adventuring Company.
4th level [ABBERATION]
Initiative: +6
Have Rock, Will Travel: Animavores may use chthonorite, a strange stone that glows blue as a lair.
Too Many Mouths +9 vs. PD - 15 damage
Natural 16+: The targets is overcome with fear.
R: Eat Your Mind +9 vs. MD - 18 psychic damage
Natural Even Roll: The animavore heals 10 hit points
Nastier Specials
Friends For Dinner: Eat Your Mind affects 1d3 nearby targets.
Living Nightmare: Too Many Mouths causes fear on a Natural Even roll.
AC 18
PD 14 HP 50
MD 20
Medium aberration, chaotic evil
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Hit Points 104 (16d8 + 32)
Speed 30 ft.
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Str Dex Con Int Wis Cha
14 (+2) 16 (+3) 14 (+2) 11 (+0) 13 (+1) 17 (+3)
14 (+2) 16 (+3) 14 (+2) 11 (+0) 13 (+1) 17 (+3)
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Senses truesight 60 ft.; passive Perception 11
Languages All, telepathy 60 ft.
Challenge 8 (3,900 XP)
Frightful Presence. Each creature of the animavore's choice that is within 30 feet of the aberration and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the aberration's Frightful Presence for the next 24 hours.
Challenge 8 (3,900 XP)
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Frightful Presence. Each creature of the animavore's choice that is within 30 feet of the aberration and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the aberration's Frightful Presence for the next 24 hours.
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ACTIONS
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Multiattack. The fomorian attacks twice with its bite or makes one bite and uses Devour Anima once. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 12 (3d6 + 2) piercing damage.
Devour Anima. The animavore psychically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 25 (5d8 + 3) psychic damage on a failed save, or half as much damage on a successful one. Additionally, the animavore regains 10 (3d6) hit points.
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