Skip to main content

Honeycombed Horror

Sometimes a waning cult feeds unbelievers to an established direfly hive. This results in an undulating mass of tortured meat and hollowed bones that is ever-eager to consume even more offerings. Blood honey oozes from its gummy, porous flesh. Random body parts jut from the fleshy morass as they are slowly broken down and added to the sloughing structure.


Unstable Icons. A honeycombed horror quickly becomes an object of veneration for the cultists. Problems arise, however, where there are no more infidels to sacrifice and willing libations have run out. The horror's hunger is never satisfied and it will devour those that once adored it, smash free of its confines, and seek fresh flesh.


Honeycombed Horror

Large Ooze, Chaotic Evil

Armor Class 8

Hit Points 105(10d10+50)

Speed 20ft

Climb 30ft

Str 19 Dex 6 Con 20 Int 8 Wis 8 Cha 3

Damage Immunities lightning

Damage Resistances lightning, thunder, bludgeoning, piercing, slashing from non-magical weapons that are not silvered Damage Vulnerabilities fire

Condition Immunities blinded, grappled, prone, restrained

Senses blindsight 60ft (blind beyond this radius) passive Perception 9

Languages Understands Sylvan, but cannot speak

Challenge 4 (1100 XP)

Illumination.

The horror sheds dim light in a radius of 30 feet.

Honey Trap

The honeycombed horror takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the horror's Engulf and has disadvantage on the saving throw. Engulfed Creatures have total cover.

A creature within 5 feet of the Horror in the Well can take an action to pull a creature or object out of the honeycombed horror. Doing so requires a successful DC 14 Strength check, and the creature making the attempt takes 7 (2d6) necrotic damage.

The horror can hold only 1 Large creature or up to 6 Medium or smaller creatures inside at a time.

Actions

Multiattack.

The honeycombed horror can make 2 pseudopod attacks per action.

Pseudopod.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6+4) bludgeoning damage, plus 4 (1d8) necrotic damage.

Engulf.

The honeycombed horror moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. Whenever the Horror in the Well enters a creature's space, the creature must make a DC 14 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the horror. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the horror enters the creature's space, and the creature takes 7 (2d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 7 (2d6) necrotic damage at the start of each of the honeycombed horror's turns. When the horror moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the honeycombed horror.

Spawn Swarm of Direflies (Recharge 6).

The horror ejects a swarm of direflies from its orifices. Place a swarm of direflies in any adjacent square to the horror, including occupied squares. If a creature reaches 0 hit points while Engulfed by the horror this action automatically recharges

Optional Rule: Blood Honey As long as the Honeycombed Horror is fed a steady diet of sacrifices it excretes more than just direflies. The abomination also produces a overly-sweet red honey which can be bottled and preserved as a potion. When ingested it renders the creature immune to the frightened condition and they gain 10 temporary hit points for the next minute. However, the creature also has Disadvantage again all charm effects for the next 24 hours. A creature can only benefit from Blood Honey once per long rest.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned