Uncanny Adaptation. After taking a certain damage type, this Contronymouse Horror becomes resistant to that damage type for the next 3 rounds of combat. This stacks with multiple resistances being active at once, and resistances can be repeated multiple times during one combat.
Expose Weak Point. Anytime that this damages a creature, choose an effect:
- Creature's AC set to 12 for the next 4 rounds.
- Creature becomes vulnerable to the damage type they took until the start of their next turn.
- This (Contronymouse) Horror has it's Bloodlust trait active until the end of it's next turn whilst not having to be Bloodied.
Bloodlust. Whilst Bloodied, this Horror,
- Becomes immune to one damage type that it's taken during this combat.
- Becomes vulnerable to one damage type that it hasn't taken during this combat.
- Gains +4 to all it's to-hit rolls.
- Gains +2 AC.
- If this Horror misses 3 attacks in a row, all of their to-hit rolls increase by +4.
- Gains one Exhaustion if still bloodied after 5 rounds or more.
Multiattack. The Horror can make an Eviscerate and Impale action in any order (Unbloodied)
Eviscerate. The Horror claws viciously at the targeted creature. Melee Attack Roll: +6, reach 10ft. Hit: 10 (2d8 + 2) Slashing damage
Impale. The Horror attacks with a scorpion-like metasoma (or tail). Melee Attack Roll: +6, reach 10ft. Hit: 8 (3d4 + 2) Piercing damage
Multiattack. The Horror can make two Eviscerate and one Impale action in any order (Bloodied)
Survival Instincts. When still Bloodied after 2 rounds, this Horror gains the following actions. These can be substituted in place of an action that would regularly be in the Multiattack. None of these additional actions can be made twice in one turn (unlike Eviscerate).
Acid Spew. Ranged Attack Roll: Range, 25ft. Hit: 4 (4d4 - 4) Acid Damage. Wherever the targeted spot was, a 15 by 15ft. area around that is also hit with the Acid Spew.
Maul. If a creature is currently Grappled by the Horror, it can sink it's teeth deep into the victim. Melee Attack Roll: +10, Hit: 12 (3d6 + 4) Piercing damage
Elbow Strike. Melee Attack Roll: +6, Hit: 12 (3d8) Bludgeoning damage
Bash. Once per turn, the Horror can move 5ft. into a space another creature is occupying if huge or smaller. That creature gets pushed back 10ft. and has to succeed an DEX. saving throw (AC 18) or be Prone.
After taking damage from a damage type the Horror is vulnerable to, it produces an ear-splitting screech. This can be heard from 300 ft. away and will make any creature within 120ft. Deafened for the next 2 rounds.
Description
An inexplicably terrifying monster, one that only fights creatures larger and stronger that itself yet wins. They have an innate ability to force their combatant into a state of limited power. This has allowed these creatures to become very skilled at fighting, knowing roughly how difficult a fight should be. When in groups, these horrors ravage through opponents, leaving nothing but the memory of their victim's blood-curdling screams behind in their wake.
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