- Aberrant Resilience: The Aberrant Man-Hunter has advantage on saving throws against spells and other magical effects.
- Regeneration: The Aberrant Man-Hunter regains 10 hit points at the start of its turn if it has at least 1 hit point. This trait does not function if the Man-Hunter takes fire or radiant damage.
- Spider Climb: The Aberrant Man-Hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Multiattack: The Aberrant Man-Hunter makes three attacks: one with its Bite and two with its Claws.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 5) slashing damage.
- Horrific Shriek (Recharge 5-6): The Aberrant Man-Hunter emits a blood-curdling shriek. Each creature within 30 feet of the Man-Hunter 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 effect on itself on a success.
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Shadow Step: The Aberrant Man-Hunter can teleport up to 30 feet to an unoccupied space it can see that is in dim light or darkness. After teleporting, the Man-Hunter has advantage on the next melee attack it makes before the end of its turn.
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Feral Pounce: The Aberrant Man-Hunter can move up to its speed towards a creature it can see. If it ends this movement within 5 feet of the creature, it can make one claw attack as part of this bonus action.
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Terrifying Glare: The Aberrant Man-Hunter fixes its gaze on one creature within 30 feet that can see it. The target must succeed on a DC 14 Wisdom saving throw or be paralyzed with fear until the end of the Man-Hunter's next turn.
- Unnerving Dodge: When a creature the Aberrant Man-Hunter can see attacks it with a melee attack, the Man-Hunter can use its reaction to impose disadvantage on the attack roll.
Description
The Aberrant Man-Hunter is a twisted reflection of humanity, a nightmarish predator that lurks in the shadows of ancient ruins and deep forests. Its hunched form is humanoid but covered in pale, rough skin, and its elongated limbs end in sharp, clawed fingers. The Man-Hunter's face is a horrific blend of human and beast, with rows of needle-like teeth and eyes that glow with a malevolent, inner light.
It moves with an unnatural grace, climbing walls and ceilings as easily as it walks on the ground. This creature is driven by an insatiable hunger for living flesh, particularly relishing in the terror of its prey. Those who wander into its territory often hear its disturbing shriek long before they see the Man-Hunter—and by then, it's usually too late.
Lair and Lair Actions
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Twisted Architecture: The structure of the lair appears unnaturally warped and twisted, as if reality itself has been bent by the presence of the Aberrant Man-Hunter. Walls curve at odd angles, doorways are narrower than they should be, and shadows cling to surfaces even in the absence of light. In forested lairs, trees twist unnaturally, their branches forming archways that block out the sun.
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Webs and Claw Marks: The interior of the lair is often covered in thick, sticky webs that cling to walls and ceilings, evidence of the Man-Hunter's spider-like movements. Deep claw marks gouge the stone or wood, indicating the creature's ferocity. In more natural settings, vines and roots may serve the same purpose, hanging low and catching on those who wander too close.
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Distorted Echoes: Sounds within the lair are eerily distorted, creating disorienting echoes that make it difficult to determine their source. Footsteps seem to come from all directions, and whispered voices speak in a language unknown to mortals, driving intruders to madness. The very air seems thick with the scent of decay and dampness.
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Nests of Bone and Flesh: In the deepest part of the lair, the Aberrant Man-Hunter builds its nest from the bones and remains of its victims. This gruesome den is often found in a central chamber or hidden alcove, where the creature rests and regenerates. The nest is a macabre throne, adorned with the skulls of those who dared to enter its domain, and slick with the remnants of its latest meals.
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Pools of Blood: Small, shallow pools of dark, stagnant blood can be found throughout the lair, some of which seem to pulse faintly as if alive. These pools are remnants of the creature's feeding and may have a faint, nauseating odor. Occasionally, faint ripples disturb the surface, though there is no apparent cause.
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Gloom and Darkness: The lair is shrouded in perpetual gloom, with light sources appearing dimmer than they should. Even magical light seems to flicker and fail, offering little comfort against the oppressive darkness.
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Chilling Atmosphere: The temperature within the lair is unnaturally cold, causing breath to mist in the air and frost to form on surfaces. This chilling effect intensifies as one approaches the heart of the lair, where the Aberrant Man-Hunter resides.
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Unsettling Whispers: As creatures move deeper into the lair, they begin to hear faint whispers just at the edge of their hearing. These whispers seem to be calling their name, tempting them to venture further into the darkness. This effect is both psychological and magical, making it difficult for intruders to resist exploring deeper into the lair.
Lair Actions
- Terrifying Echoes: On initiative count 20 (losing ties), the Aberrant Man-Hunter can cause eerie, distorted sounds to reverberate throughout its lair. All creatures other than the Man-Hunter within the lair must succeed on a DC 14 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks and saving throws until the end of their next turn.
Regional Effects
- Haunted Territory: The region within 1 mile of the Aberrant Man-Hunter's lair is warped by its presence, becoming a place of dread and despair. Shadows seem to move on their own, and distant whispers can be heard, unsettling travelers. If the Aberrant Man-Hunter dies, these effects fade over 1d10 days.
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