You encounter a warped humanoid contorted by numerous torture devices. This pitiful creature was once an average human, detained by its wicked captors and relentlessly abused. Due to the heavily mutilated appearance, it is almost impossible to tell who this being once was. Rods and nails are imbedded all around the being’s flesh, as its eyelids and lips are permanently pinned open; creating an image of pure terror. The poor being’s form has been changed by heinous experiments too disgusting to imagine. With a feverish madness, the creature babbles incoherently while lunging for you in rage and anguish.
Tormented Horrors are beings that continue to live after ages of relentless pain at the hands of another. While most would die, they are imbued continued life through supernatural means Many of these people were prisoners, sometimes patients in an institution. However, dark forces intervened and lead to an eternal misery. No one is certain what affected them; demons, elder gods, and evil magic have been common theories. No matter their origin, their grim end is always similar. Their frustration and pain has caused these uneasy souls to continue to remain in their deformed and mangled bodies, rather than just pass away. Because of their maddened state, they are prone to violence against any creature that has not suffered like them. Perhaps in their deranged state, they believe all who haven’t been tortured are like their old captors and must pay for their sins. In the end, all it truly desires is to finally die.
Medium Aberration/Humanoid, Chaotic Evil
Armor Class 17
Hit Points 88 (12d8+48)
STR 12 (+1), Dex (16 (+3), Con 18 (+4), Int 8 (-1), Wis 14 (+2), Chr (+1)
Skills – Arcana, Perception
Senses Darkvision 120ft, passive perception 14
Languages Common, Elven, Dwarven, Halfling, Telepathy 100ft.
Challenge 8 (3,900 XP)
Damaged Mind. This creature is immune to all charm, fear, sleep, and other mind-affecting spells or abilities. However, this creature must attack the first living creature it sees. Furthermore, this creature is incapable of distinguishing foe from ally during combat.
Damaging Skin. Any creature that attacks the horror in melee range risks damaging themselves. They must succeed a Dexterity saving throw (DC 14) or take 7 (2d6) piercing damage.
Bloodlust. The horror gains advantage against any target that has no ally around them for 10ft. or more.
Death Desire. This creature truly wants to die. Enemies gain advantage on attack rolls against this creature once it reaches 1/4 of its maximum HP.
Spell-Like Ability. The horror can cast the following 1/day each: Tasha’s Hideous Laughter, Confusion. Wisdom acts as the horror’s stat for saving throws.
Horrific Wail. (RECHARGE 5 or 6) The horror can emit an ear piercing shriek! All creatures within a 60ft. of the horror’s choosing must make a Constitution saving throw (DC 15) or become deafened and frightened until the start of the horror’s next round.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d4+3) piercing damage each. The horror can make this attack twice.
Blind. Bonus Attack Action. When the horror hits with a claw attack, it can use a bonus action to try to blind the opponent. If a creature is already blinded, it cannot be affected by this attack. Attack: +6 to hit, creature hit with claws. Hit: Creature is blinded for 1 round.
Slasher Teleportation. (Recharges after a Short or Long Rest) As an action, the horror can elect to move itself up to 30 feet. During this movement, it cannot be detected and is considered non-existent until it stops moving. If the horror ends movement next to a creature, it can make 1 claw attack against them.
Created by Doctor Necrotic for Doctor Necrotic Media.