Large Aberration, Neutral
Armor Class 15 natural armor
Hit Points 75 (10d10 + 20)
Speed 30 ft., climb 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
15 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +4
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 14
Languages Hook Horror, Deep Speech, telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Detect Sentience. The Aberrant Hook Horror can sense the presence and location of any creature within 120 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Reactive Gibbering. The Aberrant Hook Horror's flesh babbles incoherently after taking slashing damage. Each creature that starts its turn within 20 feet of the Aberrant Hook Horror and can hear the gibbering must suscceed on a DC 15 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

Actions
Multiattack. 

The hook horror makes two hook attacks and one bite attack.

Hook. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage. 

Mind Thrust. The Aberrant Hook Horror targets a creature it can see within 60 feet of it. The target must make a DC 16 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one.

Description

A mutation of the fearsome hook horror. These aberrant version have had their minds and forms twisted due to having established hunting grounds near rifts in the Underdark that lead to the Far Realm.

Far more intelligent than their monstrous relatives, they have also developed slight psionic abilities that aid them in their hunting. 

Due to their psionic nature, the can often be found being used as thralls in mind flayer colonies, serving as early detection sentries and the like. 

Habitat: Underdark

slacker577

Comments

Posts Quoted:
Reply
Clear All Quotes