Night terrors: This monster stalks his prey over a long time and afflicts nightmares when they try to sleep. It needs to see the creatures in order for this ability to take effect. It can affect up to 4 creatures in sight. While activated all creatures affected by this ability have to make a wisdom saving throw (Spell save DC: 13), if they succeed they are not affected by the ability. On failure they will be plagued by nightmares in their sleep and gain an additional level of exhaustion at the end of their sleep and they are not able to restore levels of exhaustion through this sleep.
Drain Essence (Recharge 5-6): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. The target must succeed on a DC 10 Constitution saving or the doombeast will heal equal to the damage dealt.
Multiattack: The creature makes two attacks with its claws.
Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
Description
Doombeast is a deadly hunter that originates from Shadow Isles. It stalks his prey over a long period and torments their sleep. Therefore they will be exhausted in a fight. It feeds on their life essence. It is not that strong in a direct fight and relies on the exhaustion of his enemys.
As other creatures from the Shadow Isles it does not have an agenda and will hunt everything it deems vulnerable. Unlike other inhabitants of his Cursed Isles it is not fully undead and therefore not completly bound to the Black Mist. Even though it can not travel all of Runeterra freely, it can wander and manifest several more miles away from the mists End.
The complete origin of Doombeasts is unknown. It is speculated that they were a type of bloodhound from the lost kingdom of camavor, that got corrupted at the events of the Ruination.
The doombeast does not need to sleep.
The Doombeast radiats shadows from its body and makes it harder to determine its location.
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