Horror Head (5e Creature)
Horror Head[edit]
Small undead, neutral evil Armor Class 13
Proficiency Bonus +2 Disturbing Horror. A creature that starts its turn within 15 feet of the horror head 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 the Disturbing Horror of all horror heads for 1 hour. Immutable Form. The horror head is immune to any spell or effect that would alter its form. Sunlight Sensitivity. While in sunlight, the horror head has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONSMultiattack. The horror head makes two attacks. It can't make both attacks against the same target. Piercing Scream. Ranged Weapon Attack: +5 to hit, range 30 ft., one creature. Hit: The target must make a DC 11 Constitution saving throw, taking 14 (4d6) thunder damage on a failed save or half as much damage on a successful one. Distracting Wail. The horror head emits a mournful wail. Each creature within 30 feet of it that can hear must succeed on a DC 11 Wisdom saving throw or all attack rolls it makes are made with disadvantage until the end of its next turn. REACTIONSNimble Dodge. The horror head adds 2 to its AC against one weapon attack that would hit it. To do so, the horror head must see the attacker. |
Horror heads or screaming heads are forever rotting detached heads whose eye sockets have grown into mouths, which it uses to scream haunting attacks. Where the original mouth was this monstrous creature now harbors six strong sprawling spider-like legs which enable it to scuttle up walls and dodge incoming attacks. No one is quite sure why these creatures exist, but some believe that they are created by dark forces that rip away the heads of corpses and inhabit them, over time developing into unholy, gruesome, screaming entities. Undead Nature. A horror head doesn't require air, food, drink, or sleep. |
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