Abyssal Horror

In the darkest regions of the abyss lie light blue creatures that look like punching bags. Unintimidating a first glance these creatures are very deadly for the unwary. An Abyssal Horror is created using the souls corrupted by martyrdom and murder, and they only desire to take out as many creatures with it just so it can reincarnate and repeat the process.

Demon lords, necromancers, and other villians use these creatures as obsticles to buy time, as the use of sheer force on these creatures can be deadly. These cursed souls can only be released by dying of natural causes.

Hatred of Light

Abyssal Horrors live only in enviroments that have dim lighting or darker. They move very slowly, but they will move as fast as they can away from light sources. They are not weak to fire, but they get angered when attack by it.









































Abyssal Horror Small Abberation, Neutral Evil Armor Class 6

6 Hit Points 108 (8d12 + 56)

108 (8d12 + 56) Speed 5ft. STR DEX CON INT WIS CHA 11 (+0) 3 (-4) 25 (+7) 14 (+2) 9 (-1) 6 (-2) Saving Throws Con +10

Con +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons.

bludgeoning, piercing, and slashing from nonmagical weapons. Damage Vulnerability lightning

lightning Condition Immunities Deafened, Prone

Deafened, Prone Senses Darkvision 120 feet. passive Perception 9

Darkvision 120 feet. passive Perception 9 Languages None

None Challenge 5 (1800 XP) Inflation. The Abyssal Horror will not be in combat unless it is attacked and recieves damage. When in combat this creature's size grows to medium. Magic Gaurd. The Horror is immune to condition effects from spells for the first 1d4 + 1 rounds of combat. Shadow Binding. This shadow like tail of this creature attempts to prevent creatures in combat with the horror from escaping. Creatures in the area of a well lit light source are immune to this ability. Creatures in combat with the Abyssal Horror make a DC 13 Strength Saving throw. On a failed save the creature is unable to move more than 30ft away from the Horror for a minute. Additionally creatures more than 30ft away from the Horror that failed the save have a movement speed of 0 until they are within 30ft of the Horror. Actions Countershot. The next creature that the Abyssal Horror is aware of that inflict damage with a ranged attack makes a DC 13 Dexterity Saving throw. On a failed save, at the end of that creatures turn they recieve force damage equal to the double of the total ranged damage they inflicted to the Horror. They recieve half the damage on a successful save. This effect ends at the start of the Horror's next turn. Counterstrike. The next creature within 5ft of the Abyssal Horror that inflicts damage with a mellee attack makes a DC 13 Strength Saving throw. On a failed save, at the end of that creatures turn they recieve force damage equal to the double of the total melee damage they inflicted to the Horror. They recieve half the damage on a successful save. This effect ends at the start of the Horror's next turn. Soul Binding. The Horror selects a creature that is can see. That creature must make a DC 13 Charisma Saving throw. On a failed save, if the Horror drops to 0 HP, that creature drops to 0 HP as well. This effect continues while the Horror is unconscious. If either of the two dies, the other dies as well. This effect ends at the start of the Horror's next turn, or one of the creature's return consciousness.

ART: "Wobuffet" by Soupandbutter on DeviantArt

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