Sack Horror (5e Creature)

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Sack Horror[edit]

Medium undead, chaotic evil


Armor Class 13 (natural armour)
Hit Points 45 (6d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 17 (+3) 9 (-1) 9 (-1) 9 (-1)

Skills Intimidation +1, Stealth +3
Proficiency Bonus +2
Damage Vulnerabilities radiant
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life, Abyssal and Infernal but can't speak
Challenge 3 (700 XP)


Death Burst. When the horror dies, its body transforms into purple fog over a 10-foot radius. A creature that starts its turn inside the fog or moves into it for the first time on its turn must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. A creature inside the fog cannot breathe. Undead, constructs, fiends and creatures that do not breathe are immune to this effect. The fog dissipates after 5 minutes or a strong gust of wind blows it away.

Pack Tactics. The horror has advantage on an attack roll against a creature if at least one of the horror's allies is within 5 feet of the creature and the ally isn't incapacitated.

Turn Resistance. The horror has advantage on saving throws against any effect that turns undead.

ACTIONS

Multiattack. The horror makes two attacks with its claws.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.


Sack horrors are lesser cousins of masked horrors, with sacks where their heads should be that appear to be empty, as they contort in ways that would be impossible if the creature had a head. Two holes in the sack, positioned like eyeholes, reveal red orbs burning with hatred, and another hole that would appear to be the mouth, always looks mournful, as if they regret becoming undead and being forced to kill other creatures. Sack horrors look exceedingly similar to masked horrors, except they lack a mask. Sack horrors are empowered by these sacks, charged with foul energy through rituals, though the sack is a weaker receptacle than a mask for this energy. They slash at their foes with vicious claws, and when they die, their bodies become toxic fog, leaving only the sack behind.

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