Chasm Climb. The Chasm Horror can climb difficult surfaces, including upside down on ceilings, without needing to make skill checks.
Tremorsense. The Chasm Horror is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Any attack against a creature not attached to the surface with one of its four legs has disadvantage.
Multiattack. The Chasm Horror make three attacks. Two with its arms and one with its bite. It will also attempt to use its paralyzing screech if it can.
Bite. Melee Weapon Attack. +6 to hit, reach 5ft., one creature. Hit 6 (1d6+3) piercing and the creature must make a strength saving throw (DC 13) or be restrained by jaws. If a creature is caught in its jaws the Chasm Horror can use one attack to clench down and do an additional 6 damage (1d6+3). The creature may make another strength saving throw at the beginning of its turn to escape.
Arm Strike. Melee Weapon Attack. +6 to hit, reach 10 ft., one creature. Hit 12 (2d8+3) bludgeoning damage.
Paralyzing Screech (Recharge 5-6). The Chasm Horror utters a ear piercing screech that immobilizes anyone who hears it. Any creature within 60 feet of it must make a constitution saving throw (DC 15) or be paralyzed until the end of its next turn.
Description
The Chasm Horror lives in the deepest parts of the world. They hunt on unsuspecting prey that has the unfortunate experience to happen upon them. The Chasm horror has four legs with small graspers at the end of them allowing them to climb surfaces not allowed by normal creatures. They also have two smaller arms that allow them to grasp and fight. The Chasm Horror is able to produce an ear piercing scream that immobilizes its prey. The Chasm Horror has no eyes so is unable to see, rather relying on feeling the vibration in the ground to locate its prey.
Previous Versions
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2/2/2022 5:37:05 AM
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Coming Soon
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