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

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Bryne Woemonger

There is nothing typical about the typical bryne. These coastal terrors are lumbering humanoids with a skin tone close to that of a drowned corpse. Crystal-like deposits of bone and salt erupt from their elbows, knees and shoulders while the rest of their flesh is puckered here and there from barnacle scars and fell branding. Their most disturbing aspect, however, is their fleshless skulls. Some say a bryne’s head resembles a dead horse, others a dead wolf’s and there is an argument to be made for both. While the skull’s shape is general equine the fangs within are wicked and sharp like a dire wolf’s Deep set eyes as black and cold as a shark's ooze off-white ichors and within the fleshy inside of a bryne’s mouth resides a forked tongue capable of speech. Adorned with the remnants of lost vessels and inhabited by a flock of undead albatross, the bryne woemonger takes to the field wielding a reclaimed anchor as a weapon. Driftwood cages serve as shoulder guards for this giant s...