Nest of Horrors (5e Creature)

Nest of Horrors

Huge aberration, neutral evil


Armor Class 14 (natural armour)
Hit Points 176 (13d12 + 91)
Speed 0 ft.


STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 25 (+7) 2 (-4) 12 (+1) 20 (+7)

Saving Throws Dex -1, Con +7, Wis +1, Cha +7
Skills Athletics +5, Acrobatics +2, Deception +8, Intimidation +8, Persuasion +7, Survival +5, Animal Handling +8, Perception +5
Damage Vulnerabilities Radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't made with silvered weapons
Damage Immunities Poison, Disease
Condition Immunities Prone, Paralyzed, Unconscious
Senses passive Perception 16
Languages Abyssal, Infernal
Challenge 9 (5,000 XP)


Innate Spellcasting The nest of horrors spellcasting ability is its Charisma (DC 17). The nest of horrors can innately cast the following spells,requiring no material components.:

(4/day each): animal friendship, charm person, comprehend languages, disguise self, message, speak with animals, vicious mockery

(2/day each): animal messenger, calm emotions, detect thoughts, enthrall, hold person, suggestion

(1/day each): fear, sending, tongues

Bound by Corpse. The nest of horrors has grown over the corpse of another being that has been fed off of and added on to with the addition of its mind-controlled servants, the nest of horrors is completely immobile.

Connective Tissue. The servants of a nest of horrors are slowly fused into the deformed corpse beneath it, becoming less and less of who or what they once were until they are finally fused completely to the mass, growing the body from which the nest subsists.

ACTIONS

Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one creature. Hit: 10 (1d10 + 5) bludgeoning damage.

Pull-In. Melee Weapon Grappling Attack: +11 to hit, (+5 For Strength,+6 for huge Size) reach 20 ft., one creature. Hit: 10 (1d10 + 5) bludgeoning damage. This provokes an attack of opportunity by the one being grappled if the attack of opportunity deals damage then the grapple fails. At this point, the nest of horrors makes a touch attack (+5 to Hit) versus the enemy’s reduced AC for such (They lose armor bonus, shield bonus, and natural armor bonus from their AC for the purpose of this touch attack) If successful the Nest pulls the character from where they were into a square beside it. (Normally the front) As they land in front of it the Nest of Horrors may attempt to perform a Bite attack against the grappled one as a touch attack. At this point, the nest of horrors may hold them in place or release them from its grapple. The Nest of Horrors reaches out with its tentacles to latch on to an opponent and pull them to its maw.

Trip. Melee Weapon Attack: +8 to hit, reach 20 ft., one creature. Hit: 10 (1d10 + 5) bludgeoning damage. After the Hit strikes the nest of horrors rolls an empowered Strength Check +15, (+5 for Strength, +6 for being Huge, +4 for being more stable than a biped) to which the target must make a Dexterity or Strength check to oppose (whichever is higher for them) to avoid being tripped. If successfully tripped an opponent is knocked prone.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 26 (4d12) piercing damage.

Enslave Swarm 3/Day The Nest of Horrors targets one being (or swarm of beings) within 60 feet of it. They must succeed on a DC 12 Wisdom Saving throw or be magically charmed by the Nest of Horrors. The charmed target is under the Nest’s control and can’t take reactions, however every time it takes damage or is asleep they may attempt the saving throw again. Success ends the effect.

Release Swarm 6/Day The Nest of Horrors unleashes a 1d4 mind-controlled swarms or 1d4 single entities (depending on what’s under its control) from its insides to attack on its behalf.

LEGENDARY ACTIONS

The Nest of Horrors can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Nest of Horrors regains spent legendary actions at the start of its turn.

Psychic Drain Costs 2 Actions: One creature or swarm under the Nest of Horror’s control takes 10 (3d6) psychic damage, and the Nest of Horrors regains hit points equal to the damage dealt.

Empowered Tentacle Melee Weapon Attack: +8 to hit, reach 20 ft., one creature. Hit: 15 (1d10 + 10) Bludgeoning damage. The Nest of Horrors empowers a tentacle with dark energies and lashes out with it.

Dark Awakening Melee Weapon Attack: +7 to hit, reach 20 ft., one creature. Hit: 10 (1d10 + 5) Bludgeoning damage. The Nest of Horrors charges a tentacle with maddening magic and slams it into a creature or swarm under its control, twisting them into a new nestled horror.

A massive entity composed of writhing muscles and branching tentacles, the Nest of Horrors is a terrible sight to behold. The 'stump' of the creature is actually several tentacles wrapped together that then branch out, cording themselves around a massive mutated corpse beneath the creature wherein swarms of mind-controlled servants are slowly fusing into the corpse's flesh due to salivated slaps by tentacles from above. The creature bares eyes on its tentacles and core body, a bulbous growth that features a large gaping maw full of sword-like teeth.

The creature can talk, however, with words as smooth as honey or as commanding as a well-trained general. It uses this for any advantage it can get, including creating fables to spread of its own capabilities and knowledge, ever seeking more food and protectors the more intellectual ones of their kind find themselves worshipped as false idols.


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gollark: I have actually implemented two Macron implementations.
gollark: It is a *very* overloaded word.
gollark: I am not. Knowledge is a perfectly reasonable way to know about things.
gollark: Suuuuure.
gollark: Besides, you don't have to have actually experienced an experience to evaluate it to some degree.
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