Huge Monstrosity, Lawful Evil
Armor Class 16 Natural armor
Hit Points 55 (10d8 + 15)
Speed 60 ft., burrow 25 ft.
STR
20 (+5)
DEX
8 (-1)
CON
19 (+4)
INT
3 (-4)
WIS
5 (-3)
CHA
17 (+3)
Saving Throws STR +7, CON +6
Skills Athletics +8, Intimidation +5
Damage Vulnerabilities Fire, Radiant
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision the trenched horror has darkvision up to 60 feet., Passive Perception 8
Languages Telepathy the trenched horror can telepathically communicate with its master within 1 mile.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

vulnerable mind. when the young trenched horror takes phychic damage it temporarily loses its ability to communicate with its master. for the next round all attacks against the young trenched horror have advantage

frenzied protector. The young trenched horror has advantage on attack rolls against creatures within 10 feet of its master.

magic resistance. the young trenched horror has advantage on saving throws against spells and other magical effects.

dread. any creature, other than its master , that starts its turn within 10 feet of the young trenched horror must succeed on a DC 15 wisdom saving throw or be frightened until its next turn. this effect ends if the young trenched horror is incapacitated.

Actions

mind warp. the trenched horror releases a wave of phychic energy  in 30 foot sphere. Any creature within the range must make a DC 12 wisdom saving throw or take 2d8 phychic damage.

multiattack. The young trenched horror gets to make two melee attacks.

bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 5) piercing damage. 

claw. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 5) slashing damage.

Reactions

enlarge. Enter the young trenched horror grows one size larger. the effect ends if the young trenched horror is incapacitated.

Description

A trenched horror is colossal beast created through horrific experiments typically performed by illithids. The trenched horror immediately recognizes its creator as its master, and follows its every command. a trenched horror and its master share a special physic bond. when the trenched horror's master dies it stops eating and eventual starves. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), the trenched horror takes a lair action to cause one of the following effects; the trenched horror can’t use the same effect two rounds in a row:

  • darkness. every creature (except the trenched horror and its master) in 100 foot sphere become blinded for 1 minute.
  • falling stalagmites. The trenched horror causes stalagmites to fall from the ceiling in 60 foot cube in front of it. Any creature within the range must succeed a DC 12 dexterity saving throw or take 2d12 piercing damage.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • brain numb. Any creature within 1 mile of trenched horror's lair must make a DC 13 wisdom saving throw or its intelligence score decrease by 2. they must repeat the saving throw every hour. if the creature's intelligence score is decreased to zero, they fall unconscious for 1d4 days. when they wake up, they gain one level of exhaustion. this effect ends after a long rest.
  • restless environment. if a creature tries to rest within 1 mile of the trenched horror's lair they gain one level of exhaustion instead.

If the trenched horror dies, these effects fade over the course of 1d10 days.

Habitat: Underdark

corvus_konrad

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