Thousand-Pierced One (5e Creature)

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Thousand-Pierced One[edit]

Medium monstrosity, lawful evil


Armor Class 19 (natural armor)
Hit Points 127 (15d8 + 60)
Speed 25 ft.


STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 19 (+4) 7 (-2) 13 (+1) 6 (-2)

Skills Perception +5
Proficiency Bonus +4
Damage Resistances bludgeoning and slashing from nonmagical attacks
Damage Immunities piercing
Condition Immunities blinded
Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 15
Languages understands Common but cannot speak
Challenge 9 (5,000 XP)


Bloodletting Attacks. If a creature takes 15 or more piercing damage from the thousand-pierced one from a single attack or effect, that creature begins to bleed profusely. A bleeding creature loses 5 (2d4) hit points at the start of each of its turns until it either receives healing or it or another creature uses an action to succeed on a DC 10 Wisdom (Medicine) check to staunch the bleeding. Undead, constructs, and creatures otherwise without vital fluids are unaffected by this feature.

Keen Hearing and Touch. The thousand-pierced one has advantage on Wisdom (Perception) checks that rely on hearing or touch.

Projectile Absorption. When the thousand-pierced one is hit by a projectile that does piercing damage, it absorbs the projectile, taking no damage and regaining a number of hit points equal to half the piercing damage dealt, rounded up.

Spiked Body. A creature that touches the thousand-pierced one or targets it with a melee attack while within 5 feet must succeed on a DC 15 Dexterity saving throw or take 20 (8d4) piercing damage. Creatures grappled by or grappling the thousand-pierced one fail this save automatically.

ACTIONS

Multiattack. The thousand-pierced one makes two skewer attacks.

Skewer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (4d4 + 4) piercing damage.

Iron Embrace. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. Hit: 33 (6d8 + 6) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the thousand-pierced one can't grapple another target.

Spike Shot (Recharge 4-6). Each creature in a 20-foot cube originating from the thousand-pierced one must succeed on a DC 17 Dexterity saving throw or take 25 (10d4) piercing damage.

BONUS ACTIONS

Stance of Vigilance. The thousand-pierced one drives several of its blades into the ground, granting it tremorsense out to a range of 120 feet, the benefits of the Sentinel feat, and the ability to make opportunity attacks against creatures that enter its range. These benefits last until it moves from its current position.

REACTIONS

Blade Absorption. When the thousand-pierced one is hit by a melee attack with a weapon that deals piercing damage, it takes no damage and regains a number of hit points equal to the damage dealt, and the attacker must succeed on a DC 17 Strength saving throw or be disarmed of the weapon as it is absorbed by the creature. All absorbed weapons appear in the thousand-pierced one's space when it dies.

A pale humanoid barely discernable from the mass of blades of all kinds that protrude from its body. This Mangled is formed from the spiritual energy of a living being that bled out from being stabbed or shot numerous times or from being impaled.

The Mangled. When a creature dies, its soul passes through the Shadowfell before entering the Astral Plane. Living beings that have died a particularly prolonged, violent, or cruel death that don't remain in the Ethereal Plane as ghosts or on the Material Plane as revenants often end up discarding the excess psychic energy of their suffering in the Shadowfell. This excess energy manifests as harrowing creatures known as the Mangled, living embodiments of the suffering that created them. Similar to the Sorrowsworn, the Mangled exist solely to share the suffering that they embody with other creatures.

Seekers of Warmth. The body inside the mass of blades is nothing but a cold husk, long devoid of a heartbeat or anything running through its veins. Thousand-pierced ones roam the Shadowfell idly, searching for signs of other living creatures. They cannot see—the spaces where their eyes should be obviously occupied—but their senses of hearing and touch have been highly heightened due to the metal running throughout their bodies being an excellent conductor of vibrations. When they do detect something moving, they attempt to puncture and embrace it to feel its warmth running all around them. Alas, their efforts, while providing momentary satisfaction, never last, and the thousand-pierced one is left to slink sadly away from what is now a hole-riddled corpse—a corpse which, given sufficient time, may sprout blades of its own and take off shambling through the Shadowfell.

Born of Punctures and Metal. One of the things all Mangled have in common: they cannot be harmed by what created them. The thousand-pierced one's blades give it adequate warding against foes, and any foreign blades that make contact with the body at its center can't be expected to do anything more than what has been done already. Even so, the thousand-pierced one seems to exhibit a curious property where anything sharp that pierces its body seems to meld into it, flowing into its existing blades and repairing any wear they might be showing. The thousand-pierced one is even capable of absorbing magical weapons, although these can be recovered after the entity is killed.

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