There exists dimensions beyond our own. And what dwells in those realms? Entities far beyond our comprehension, of course! Only a fool would research too deeply into such theories, as they’re liable to go mad from either dark truths or being constantly called a liar and a fool.
Author’s Note: It’s been a while since I’ve done something truly inspired by H.P. Lovecraft’s brand of horror. While my personal campaign has inject Lovecraftiana into a Barrier Peaks homage (making it more Firestorm Peak), my blog has been lacking in that. So, let’s revisit Cosmic Horror by revisiting some of my older monsters! Enjoy.
Eldritch Ooze
This tar-like goo slithers slowly along a surface, sneaking into various crevices while it awaits a host.
Small Aberration; always lawful, usually lawful evil
Armor Class 14 (natural armor)
Hit Points. 82 (11d6 + 44)
Speed 30 ft., Climb 30ft. (any surface)
STR 6 (-2), DEX 19 (+4), CON 18 (+4), INT 16 (+3), WIS 13 (+1), CHR 8 (-1)
Saving Throws Str +4 Wis +4 Chr +2
Damage Resistances. bludgeoning, piercing, and slashing from weapons (including magic weapons), necrotic, radiant
Damage Immunity. cold, psychic, poison
Weakness. acid, fire, lightning
Condition Immunities charmed, fatigued, poisoned
Senses blindsight 120 ft., passive perception 14
Languages all (cannot speak unless inside a vessel), telepathy (with bonded subjects and other Eldritch Oozes) 120 feet.
Challenge 4 (1,100 XP)
Amorphous Shape. It is a challenge to properly strike this creature while it is not leeching off a victim. When the Ooze isn’t actively engaged in combat against a specific creature (or in the process of trying to take over a victim), all attackers have disadvantage against it. Furthermore, the ooze has advantage on dexterity saving throws against spells and magical effects targeting it. While the Ooze is engaged in trying to seize a victim, it loses this benefit.
Generate Spawn. After controlling a host for at least 1 month, it can generate 1 spawn. No more than 2 Eldritch Oozes can take up a host’s body at once.
Leaping Strike. When the ooze chooses a target within 15 feet of it, it can leap over to the creature as part of its attack action.
Spider Climb. The ooze is capable of scaling almost any surface.
ACTIONS.
Multiattack. The Eldritch Ooze may attack with Crawling Terror twice per round. However, it may choose to use Seize Control instead, if it succeeds a Crawling Terror attack and the victim fails a saving throw.
Crawling Terror. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) psychic damage. The subject must make a DC 15 Charisma saving throw or be restrained. Furthermore, the Ooze merges with the subject. Until ooze is willed out, the only way to damage it is attacking the target it has bonded with.
Seize Control. Melee Weapon Attack: +6 to hit, targets creature it has crawled into. Hit: 8 (2d4+3) psychic damage. The subject must make a DC 10 Charisma saving throw or be Charmed for 1 round. Any target brought down to 0 by this creature is dominated under its control, becoming an Ooze Slave. If the Eldritch Ooze is killed while inside of the Slave, they are freed from control and the Ooze dissolves into nothingness.
Besides nasty damage, this can also lead to being possessed (dominated) by the Ooze. If the creature drops to 0 HP while dominated, they must do a Charisma saving throw or become an Ooze Slave.
TEMPLATE: Eldritch Ooze Slave
Any creature that becomes taken over by an Eldritch Ooze has become an Ooze Slave. These creatures look mostly indistinguishable from their old selves, save for a black inky film across their eyelids. Their new master aids them in diverting suspicion from them. In return, their master directs them into densely populated areas to ensure the Eldritch Ooze can spread its terror
Any living creature, preferably humanoid, is capable of becoming an Ooze Slave. When a creature becomes an Ooze Slave, it retains all its statistics except as noted below:
- Senses. The Ooze Slave gains blindsight with a radius of 60 feet.
- Languages. The Ooze Slave gains telepathy out 60 feet. However, it can only communicate with other Eldritch Oozes and Ooze Slaves, with the Eldritch Ooze issuing out commands.
- Resistances. The Ooze Slave gains a resistance to poison and psychic damage.
- Mundane Bluff. The Ooze Slave gains advantage on all deception checks and checks with a disguise kit to blend into its surroundings.
- Sturdy Grip. The sticky black ichor mixed with the numbness of the mind slave results in a terrifying grappler. Ooze Slaves have advantage on checks to grapple or restrain a target.
- Retainer. As long as the victim is controlled, 1 – 2 oozes occupy them. Should the victim die, the Ooze forcefully ejects itself, much like its Leaping Strike ability. Should all oozes flee the subject, they lose this template and are no longer considered an Ooze Slave.
Puppeteer Parasite
At your side is a grotesque small creature with a head similar to a green colored leech. Its body looks like a heavily mutated simian creature sporting massive digging claws. The thing’s skin is rough and leathery, all while looking almost putrid. The creature’s beady little eyes survey you, as if the creature is studying you.
Small aberration, neutral evil
Armor Class 15 (natural armor)
Hit Points 42 (8d6+16)
Speed 25 ft.
STR 15 (+2) DEX 18 (+4) CON 14 (+2) INT 13 (+1) WIS 12 (+1) CHA 16 (+3)
Saving Throws. STR +4, INT +3
Skills. Acrobatics +6, Deception +5, Perception +5
Damage Resistances. bludgeoning/piercing/slashing damage from non-magical weapons
Damage Immunities. psychic
Condition Immunities. charmed, exhausted, frightened
Senses Darkvision 120 ft., Passive perception 15
Languages. Deep Speech
Challenge 5 (1,800 XP)
Bodily Mimicry. When possessing a body that it has burrowed into, it will pretend to act like its host; whether a living person or a still corpse. It has advantage on Charisma (Deception) checks related to coming across as the creature it is inhabiting.
Horrible Leap. The parasite can spend 1/2 of its movement (round up to 15ft.) leaping at an enemy, if it ends within melee range of a target and attacks. If the victim is hit, it must make a Dexterity saving throw (DC 14). Failure results in being restrained by the parasite. The parasite may do this as long as it is currently not within melee range of a target.
Possession. If a parasite reduces a creature’s HP to 0, the target must make a Constitution saving throw (DC 14) or immediately become dominated by the parasite as a reaction. The creature merges with its victim by doing this. Attacking the parasite will damage the victim instead, until the victim is killed. The parasite may choose to animate corpses in addition to controlling unconscious targets.
ACTIONS
Multiattack. The puppeteer parasite can make two Scythe Hand attacks. If the target has been restrained or grabbed, the parasite may choose to use Burrow in place of one of its attacks.
Scythe Hand. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) slashing damage.
Burrow. Melee Weapon Attack: +6 to hit, reach 5 ft., a creature it has jumped on or grabbed. Hit: 21 (3d10+4) piercing damage
REACTIONS
Agile Feet. The Parasite is quite observant of a foe, especially when not actively trying to possess them. When attacked, it can use its reaction to gain a +5 bonus to its AC versus that attack. However once the attack is resolved, this bonus goes away.
Parasite’s Puppet Template
Creatures possessed by this creature are at the mercy of its whims. They no longer have any control over their actions, if they weren’t already killed prior to possession. Creatures possessed by a parasite receive the following qualities:
- Ability Scores: Gain the Intelligence, Wisdom and Charisma score of the parasite if scores are not already higher
- Alignment: Becomes Neutral Evil
- Bodily Mimicry: See Monster Ability
- Deathly Burst: When this creature is brought to 0 HP, the parasite will burst forth from the body. The controlled creature is dead and decapitated for all intents and purposes. All creatures within 30 ft. must make a Wisdom saving throw. Failure results in taking 19 (3d12) psychic damage. Success results in half damage. Following this, a parasite is spawned in their place.
The Patchwork Devourer
This vaguely humanoid figure looks to be composed of several animated images depicting the deaths of countless creatures. The illuminated creature shuffles with an uncanny gate, as it emits screams and moans from the countless victims it has murdered in a maddening loop. While the creature gives off no warmth, it seems oddly allured to it. Worse yet, flames do nothing to it but entice it more.
Medium aberration, neutral evil
Armor Class 15 (Natural Armor)
Hit Points 90 (15d8+15)
Speed 25 ft.; Hover 25 ft. Can phase through solid walls
STR 18 (+4), DEX 8 (-1), CON 12 (+1), INT 20 (+5), WIS 13 (+1), CHR 14 (+2)
Saving Throws – Dexterity +6, Intelligence +8, Charisma +5
Skills – Intimidation +5, Perception +4, Psionics (Arcana) +8
Damage Resistances. bludgeoning, piercing and slashing damage from non-magical weapons
Damage Immunities. fire, poison, psychic
Condition Immunities. charmed, exhaustion , frightened, paralyzed, poisoned, unconscious
Senses – Blindsense 60 ft., Darkvision 120 ft.; Passive perception 11
Languages – Deep Speech, Telepathy 120 ft. (Capable of using to speak/understand any language)
Challenge 8 (3,900 XP)
ABILITIES
Aura of Damned Souls. This creature collects the last moments of its victims and displays them as one of several moving images throughout its “body”, causing those who get too close to go mad. Any creature that starts its turn within 20 ft. of the devourer must make a (DC 16) Intelligence saving throw or take 13 (3d8) psychic damage. Targets who are paralyzed by a Malicious Link automatically fail their save.
Magic Resistance. The devourer has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The devourer may attack twice with its energy claw attack per round.
Malicious Mind Link. (Recharge 5 or 6) A creature within 60ft. must make a DC 16 Wisdom saving throw. Failure results in taking 16 (3d10) psychic damage and 16 (3d10) necrotic damage, in addition to becoming paralyzed. The victim may attempt to break paralysis at the start of their next turn. Success results in half damage.
Mind Bolt. Ranged Spell Attack: +6 to hit, ranged 35 ft./70ft., one creature. Hit: 8 (3d4+5) lightning damage. In addition, the target must make a DC 16 Constitution saving throw or become restrained for 1 round.
Energy Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (3d4+3) force damage.
REACTIONS
Gruesome Fatality. Any creature killed by the devourer becomes absorbed into its memory bank. When the devourer kills a creature, it may use a reaction to regain 10 hit points. In addition, all creatures within 40 ft. of the devourer must immediately make a (DC 16) Intelligence saving throw, as if affected by Aura of Damned Souls.
Dream Thief
What can only be described as a cross between a minuscule pixie-like creature, a root vegetable and a mosquito with rows of little red eyes going down its head. These bothersome parasites are likely the experiments of the a deific power known as the Lord of Nightmares, infusing the strange terrors of the Dreamlands with an unseelie essence.
Tiny fey/aberration, chaotic evil
Armor Class 13
Hit Points 7 (2d4+2)
Speed 5 ft., 30 ft. flight
STR 5 (-3), DEX 17 (+3), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHR 17 (+3)
Skills. Intimidate +7, Stealth +8
Senses. Darkvision 60 ft, passive Perception 11
Magic Resistance. The dream thief has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. A Dream Thief is capable of some feats of magic. While not inherently powerful alone, they’re still capable of wreaking havoc with some minor talents. Charisma is their spellcasting modifier and their save DC is (DC 13)
At-Will – Vicious Mockery
1/Day Each – Dream, Shadow King’s Drain, Sleep
Challenge 1 (200 XP)
ACTIONS
Psychic Feeding. Ranged Spell Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) psychic damage. Targets hit by this attack must make a (DC 13) Constitution saving throw or have their maximum hit points drop by the damage taken. This effect lasts until a Restoration spell is cast upon them. Taking a long rest grants a new saving throw to shake off the drain.
Numbing Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) plus 4 (1d8) poison damage. The target must also make a (DC 13) Constitution saving throw or become poisoned for 1 round.
Dream Thief Swarm
Medium swam of tiny fey/aberration, chaotic evil
Armor Class 14
Hit Points 58 (9d8+18)
Speed 5 ft., 30 ft. flight
STR 7 (-2), DEX 19 (+4), CON 14 (+2), INT 13 (+1), WIS 12 (+1), CHR 19 (+4)
Skills. Intimidate +7, Stealth +7
Senses. Darkvision 60 ft, passive Perception 11
Magic Resistance. The dream thief has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. A dream thief is capable of some feats of magic. While not inherently powerful alone, they’re still capable of wreaking havoc with some minor talents. Charisma is their spellcasting modifier and their save DC is (DC 13)
- At-Will – Dream, Hideous Laughter, Shadow King’s Drain, Sleep, Vicious Mockery,
- 1/Day Each – Detect Thoughts, Hypnotic Pattern, Ray of Fatigue, Shadow King’s Drain (cast as 3rd level spell)
Drain Sleeper. Dream Thieves survive off of the energy of sleeping creatures. When encountering an unconscious/stabilized or sleeping creature, it may lay its hands upon them. That creature must make a (DC 13) Constitution saving throw. Failure results in one level of exhaustion. The target cannot be affected by this again for 1d8 hours.
Draining Swarm. All creatures who start their turn within a swam of dream thieves take 9 (2d8) psychic damage.
Challenge 5 (1,800 XP)
ACTIONS
Multiattack. The Dream Thief Swarm may make 3 attacks; either psychic feeding or numbing bite.
Psychic Feeding. Melee Spell Attack. +5 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) psychic damage. Targets hit by this attack must make a DC 15 Constitution saving throw. Failure results in their maximum hit points dropping by the amount of damage they took. This effect lasts until a Restoration spell is cast upon them. Taking a long rest grants a new saving throw to shake off the drain.
Numbing Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit 15 (2d10+4) piercing damage plus 6 (1d12) poison
IMAGE CREDIT: Giygas – Earthbound
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