Medium Undead, Chaotic Evil
Armor Class 16
Hit Points 94 (17d8 + 17)
Speed 0 ft., Fly 40 ft.
STR
7 (-2)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
17 (+3)
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 11
Languages Any languages it knew in life
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Ethereal Sight. The wailing horror can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The wailing horror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Aura of Malice. Any hostile creature that starts its turn within 30ft of the wailing horror must succeed on a DC 15 Wisdom saving throw. On a failed save, that creature becomes frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the wailing horror's Aura of Malice for the next 24 hours.

Actions

Spectral Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) necrotic damage.

Vengeful Maw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) cold damage.

Etherealness. The wailing horror enters the Ethereal Plane from the Material Plane or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Hateful Wail. (Recharge 5/6) Each non-undead creature within 60 feet of the wailing horror that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. 

If a creature is already frightened of the wailing horror and fails this saving throw, then that creature takes a short-term madness that lasts 1d6 rounds and has disadvantage on saving throws to end the frightened against the wailing horror. A creature may only be affected by one short-term madness at a time.

Description

When a creature dies through a betrayal there is a chance its spirit can return as a powerful ghost, corrupted by the pain and hate it felt in its last moments. A wailing horror maintains its presence through bitterness and hatred and will hunt down any living creature that gets near it.

Lair and Lair Actions

The place where the wailing horror died acts as its lair.

Frightening Mists. The wailing horror creates 5, 5 ft. cubes of fog within its lair. The fog lasts for 1 min or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Any creature that begins its turn within the fog must make a DC 15 Wisdom saving throw or become frightened of the wailing horror. The wailing horror can use this lair action to move these fog cubes up to 10 ft. after they have been created.

Terrible Duplicates. The wailing horror creates 1d4 duplicates of itself. These duplicates share the ability scores, initiative, armor class, and melee attacks of the original wailing horror, with only 1 hit point each. 

Previous Versions

Name Date Modified Views Adds Version Actions
12/2/2018 2:22:38 AM
25
1
1
Coming Soon
3/2/2019 8:27:49 PM
205
1
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Coming Soon

Habitat: UnderdarkUrban

DaVinci43

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