Magic Resistance. The dark young has advantage on saving throws against spells and other magical effects.
Reactive. The dark young can make one reaction on every turn of a combat.
Unearthly. The dark young is immune to confusion, insanity, and diseases.
Unnerving Susurrus. The dark young constantly whispers and murmurs from its numerous mouths unless it is unconscious. Whenever a non-aberration creature starts its turn within 5 feet and can hear the dark young, it must make a DC 14 Wisdom saving throw. On a failed save, it is magically frightened by the eerie, grating sound until the start of its next
turn. On a successful save, that creature is immune to that dark young’s Unnerving Susurrus for 24 hours.
Multiattack. The dark young makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be grappled (escape DC 14). Until the grapple ends, the target is restrained and the dark young can’t attack any other creature with that tentacle. The dark young has five tentacles
Description
The dark young is the terrifying spawn either of Shub Nig-gurath herself or one of her daughters. The creatures are typically nurtured somewhere outside the normal dimen-sions of space-time and only unleashed into the normal universe when fully adult.All but the most mature dark young are found to be mostly (if not entirely) hollow when killed, and their shells shrivel in a matter of days. Their flesh is highly poisonous when ingested but is also a powerful aphrodisiac.A dark young can attack in any direction easily. It cannot be surprised or attacked from “behind.” It attacks with nu-merous tentacles, grasping, constricting, and crushing. It likes to throw prey in the air with its tentacles, catch them, then toss them again, playing a macabre juggling act with its victims to disorient them and make it that much harder for them to break free from its clutches. Each time the victim lands, the dark young swiftly constricts and crushes them, then tosses them again.Each dark young is slightly different, much as each tree has a slightly different shape. A given specimen has 2 to 4 thick, hooved legs supporting it. These tentacled horrors can grow quite large. From hoof to the tips of their ten-
tacles, they can be dozens of feet high and usually weigh several tons. However, due to their hollowness, adolescent ones are strangely light and might weigh less than 1,000 pounds.
Toxic Flesh. If a creature eats a dark young’s flesh, it must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage. In addition, its Wisdom score is reduced by 1d4 until it finishes a long rest. If it conceives offspring while its Wisdom score is reduced (and conception is unusually likely while affected), that offspring is a Mythos satyr, outer mutant, or other creature influenced by Shub-Niggurath.
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