Crypt Horror (5e Creature)

Crypt Horror

Large undead, chaotic evil


Armor Class 15 (natural armor)
Hit Points 84 (8d10+49)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 8 (-1)

Skills Athletics +11
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 5 (1,800 XP)


Charge. If the crypt horror moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage.

Regeneration. The crypt horror regains 10 hit points at the start of its turn if it has at least 1 hit point. The trait doesn't fuction if the crypt horror is hit by fire or radiant damage.

Stench. Any creature other than an undead that starts its turn within 5 feet of the crypt horror must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the next turn. On a successful saving throw, the creature is immune to the stench for 1 hour.

Turn Defiance. The crypt horror and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

ACTIONS

Multiattack. The crypt horror makes two melee attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a living creature, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Crypt horrors are a variation of common ghouls and ghasts who have consumed the blood of a vampire, giving them supernatural size and strength. They are used by vampires and liches as a form of elite, heavy shock infantry.


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