Detect Life. The Crying Hollow can sense the horror presence of creatures up to 5 miles away that aren’t undead or constructs. Due to its awareness, it knows the general direction they’re in but not their exact locations.
Deep Horror. Each creature within 15 ft of the Crying Hollow must succeed on a DC 14 Wisdom save or the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Deep Horror of Crying Hollow for the next 24 hours.
Multiattack. The Crying Hollow makes two sword attacks or uses its frightening drain.
Sword of Fears. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. A creature hit by the Sword of Fears must succeed on a DC 14 Wisdom save. On a failure, it gets 3d8 psychic damage and half as much in a success.
Frightening Drain. If a creature within 15ft of the Crying Hollow is immune to Deep Horror, it can use its Frightening Drain and grapple the target (escape DC 15). Until this grapple ends, the target is restrained and gets 3d8 for each turn it is grappled. Moreover, the Crying Hollow regains hit points equal to half of the damage it drains. Excess hit points will be added as temporary hit points for the Crying Hollow.
Description
It is not important who you are or where you are. The worst nightmares of a person follow them for eternity. You cannot escape the grim grasp of the horror. Are you clear-minded enough to fight against that embodiment of horror?
Comments