Skull Hunter (5e Creature)
From D&D Wiki
Skull Hunter[edit]
Medium undead, neutral evil Armor Class 17 (natural armor)
Saving Throws Dex +9, Wis +8, Cha +8 Bound Skull. While the skull hunter's skull is separate from its body, it has a speed of 0, AC 17 and 50 hit points. Whenever the skull hunter regains hit points, the skull regains an equal number of hit points. If the skull is lost or destroyed, the skull hunter can bind itself to a new skull through a ritual that requires a humanoid skull that the skull hunter must touch for 24 continuous hours. Rejuvenation. If its skull is intact, a destroyed skull hunter gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the skull. Turn Resistance. The skull hunter has advantage on saving throws against any effect that turns undead. ACTIONSMultiattack. The skull hunter uses its Hurl Skull. It then makes two attacks. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Fire Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Hurl Skull. The skull hunter throws its skull at a point within 120 feet of it that it can see, causing one of the following effects: Dreadful Skull. The skull emits an aura of chilling terror in a 30-foot radius centered on it. Each creature within that area must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 21 (6d6) cold damage and is frightened for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After using this action, the skull remains where it landed and the skull hunter can't use this action again until it has recovered the skull. Teleport Skull. The skull hunter magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see that is within 10 feet of its skull. Alternatively, if its skull is within 120 feet of it and the skull hunter can see it, the skull magically teleports to an unoccupied space within 10 feet of the skull hunter that it can see.
|
A skull hunter is a devious sort of undead, sometimes created when one who has murdered many others is killed by beheading while its desire to slaughter remains unsatisfied. Mortals from many different walks of life can become skull hunters, from serial killers to heartless soldiers, though the resultant monster is always the same. A skull hunter exists to murder others, though the memories of its mortal life remain strong and cause it to have a preference for killing in the ways that it did while it still lived. Murderous Skull. A skull hunter is bound to a skull, though it may not necessarily have been the head it had in life, as a skull hunter can freely change the skull it is bound to. Some skull hunters are incredibly attached to one or a few particular skulls, only rarely choosing to bind to another skull, while others change frequently, never using the same skull more than once, though most fall somewhere between. Undead Nature. A skull hunter doesn't require air, food, drink, or sleep. |
Back to Main Page → 5e Homebrew → Creatures