Abyssal Terror (5e Creature)

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Abyssal Terror[edit]

Large undead, neutral evil


Armor Class 13 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 5 (-3)

Skills Athletics +8, Perception +3
Proficiency Bonus +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but can't speak
Challenge 7 (2,900 XP)


Immutable Form. The abyssal terror is immune to any spell or effect that would alter its form.

Dive Attack. If the abyssal terror 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.

Disturbing Horror. A creature that starts its turn within 20 feet of the abyssal terror must succeed on a DC 13 Wisdom saving throw or become frightened until the start of its next turn. A creature that succeeds is immune to this ability for one hour.

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

ACTIONS

Multiattack. The abyssal terror makes two attacks: one with its bite and one with its tail. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage and 5 (1d10) poison damage, and the target creature must make a DC 13 Constitution saving throw or be poisoned for 1 minute.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and 5 (1d10) poison damage, and the target is grappled (escape DC 15). Until the grapple ends, the creature is restrained and the abyssal terror can't make attacks with its claws against another target.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage. The target must make a DC 15 Strength saving throw or be knocked prone.


Abyssal terrors, also known as winged nightmares, is a term given to undead monsters that serve as flying steeds for warlike necromancers and vampires. They are grotesque creatures made by zombified body parts of rapacious flying monsters cobbled together into something resembling a demon from the abyss (hence the name).

Patchwork Monsters. Most abyssal terrors are inevitably created for war on ragged wings, allowing their masters to attack from the air and strike terror at the heart of a party of foolhardy adventurers. Vampire lords and master necromancers, for their part, were known for their use of a huge wyvern-headed variant with slavering jaws and leathery wings. The exposed spinal columns and bony tails of this particular mount oozed with a numbing poison that drew all warmth from those it wounded.
Other than being forced into servitude, when a powerful necromancer or vampire wishes to create an abyssal terror of his own, the creation process has more to do with the unholy combination of mad science and dark magic than with any natural process. The most talented of the vampires that create them, such as the hidden brotherhood of the Necrarchs, draw a twisted amusement from such blasphemous creatures. They use parts harvested from a wide variety of monsters from griffons to manticores, from wyverns to gargoyles, fusing bone with ragged muscles and sinew together. Their vile creation is finally given animus when the moon is at its fullest and a portion of that cyclopean moon's power is invested in the beast as it lurches and twitches upright. With its birth, the creature is forever bound to the will of its necromantic masters.

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