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Crypitc Horror

The document introduces four new types of ghouls, including the Bone Ghast and Crypt Horror, detailing their characteristics, abilities, and combat tactics. Bone Ghasts are aggressive undead that lead packs of ghouls, while Crypt Horrors are powerful mutations created by the demon lord Orcus, capable of devastating attacks and regeneration. Both types exhibit unique traits that make them formidable foes in battle, with specific resistances and immunities to various damage types and conditions.

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0% found this document useful (0 votes)
158 views2 pages

Crypitc Horror

The document introduces four new types of ghouls, including the Bone Ghast and Crypt Horror, detailing their characteristics, abilities, and combat tactics. Bone Ghasts are aggressive undead that lead packs of ghouls, while Crypt Horrors are powerful mutations created by the demon lord Orcus, capable of devastating attacks and regeneration. Both types exhibit unique traits that make them formidable foes in battle, with specific resistances and immunities to various damage types and conditions.

Uploaded by

Henrique 258 o
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

Ghoul

Four new types of the wretched ghoul appear here, joining


the regular ghouls in the Monster Manual. Bone Ghast
Medium undead, chaotic evil
Bone Ghast
Armor Class 17 (natural armor), 13 while frightened
Elevated Above Gouls. Bone ghasts differ from normal Hit Points 84 (13d8 + 26)
ghasts by the protruding bone armor and spikes they can Speed 30 ft.
retract or extend out of their body. Elevated by the demon
lord Orcus to dominate lesser ghouls, bone ghasts are far
more aggressive and are capable of forethought, and thus STR DEX CON INT WIS CHA
much more dangerous. Ghouls seem to possess enough wits 16 (+3) 16 (+3) 14 (+2) 11 (+0) 10 (+0) 8 (-1)
to at least know a brighter mind when they see it, and so let a
bone ghast lead their packs. A pack so led will terrorize all in Damage Resistances necrotic
its path, attacking not only lone travelers but also caravans, Damage Immunities poison
farmsteads and even hamlets. A bone ghast cunning shows Condition Immunities charmed, exhaustion, poisoned
when facing a stronger prey, for it will maneuver lesser Senses darkvision 60 ft., passive Perception 10
ghouls to harass and soften it, so it can finish the job by Languages Common
tearing it to shreds. Once its prey is down the bone ghast is Challenge 5 (1,800 XP)
the first of the pack to feed, cracking bones with ease to suck
the marrow out of it. Bone Spikes. A creature that touches the ghast or hits
it with a melee attack while within 5 feet of it takes 7
Bold Fighters. Bone ghasts are active around dusk and at (2d6) piercing damage. While the ghast is
night, when they go out to find a prey. Once they did, they frightened, this trait doesn't function.
rush in recklessly, protected by their natural armor and Lesser Regeneration. The ghast regains 5 hit points at
dangerous bone spikes, they hope to impale their opponent the start of its turn if it has at least 1 hit point but
and count on their regenerative capacity to survive. When fewer hit points than half its hit point maximum.
fighting, they emit loud shrieks that can destabilize anybody
near them. However, behind this bold demeanor hides the Actions
weakness of the bone ghast, for if it is frightened it will
uncontrollably retract its bony protection, leaving it much Multiattack. The ghast makes three melee attacks:
two with its claws and one with its bite. When its
more vulnerable. shriek is available, it can use the shriek in place of its
bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage. If the
target is a creature other than an undead, it must
succeed on a DC 10 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success.
Shriek (Recharge 4-6). Each creature within 60 feet of
the ghast that can hear its shriek and that isn't an
undead must succeed on a DC 15 Wisdom saving
throw or be stunned until the end of the ghast's next
turn. If a creature's saving throw is successful, the
creature is immune to the bone ghast's shriek for the
next 24 hours.
Crypt Horror
Demonic Ascension. Many believe that ghasts are the most
Crypt Horror
Large undead, chaotic evil
fearsome of all ghouls, but it is unfortunately incorrect. The
demon lord Orcus sometimes invest a chosen ghast with even Armor Class 15 (natural armor)
greater power, feeding it with demon flesh to mutate it into a Hit Points 162 (13d10 + 91)
crypt horror. These malformed monstrosities are, thankfully, Speed 40 ft.
a rare sight. Once a ghoul has tasted the flesh of a demon, its
eyes turn red and it goes into a killing frenzy. During this
stage of the transformation, the crypt horror would pull down STR DEX CON INT WIS CHA
weaker members of its own pack, dragging its screeching 22 (+6) 14 (+2) 24 (+7) 6 (-2) 13 (+1) 8 (-1)
prey into a shattered tomb in order to consume its gruesome
feast undisturbed. After finishing its cannibalistic orgy, the Damage Resistances cold, lightning
swollen ghoul will crawl back to its demonic master, hoping Damage Immunities necrotic, poison
for another pound of its flesh. This transformation continues Condition Immunities charmed, exhaustion,
until by the coming of the next full moon, the new crypt frightened, paralyzed, poisoned
horror will have grown to several times its original size and Senses darkvision 60 ft., passive Perception 11
ferocity, thanks to the corrupting flesh of the demon and the Languages Abyssal, Common
consumption of extraordinary amounts of ghoul meat. Challenge 11 (7,200 XP)

Frenzied Monstrosity. These demonic ghouls wreak havoc Crushing Might. Once per turn, when the crypt horror
over entire regions in the name of their demon master. In hits a creature with a melee weapon attack, it can
battle, crypt horrors use their formidable strength to smash deal an extra 18 (4d8) damage to the target, and the
aside those brave enough to stand before them, but it is their target must succeed on a DC 16 Strength saving
meat-encrusted fangs and talons that are to be avoided at all throw or be knocked prone.
costs. Even a shallow wound from a crypt horror bears Frightful Presence. Each non-undead creature that is
enough poisonous rot to kill a horse. One daunting fact about within 60 feet of the crypt horror and aware of it
crypt horrors is their ability to resist most form of must succeed on a DC 16 Wisdom saving throw or
conventional protection against the undead. They can pass become frightened for 1 minute. A creature can
the sacred seals protecting unviolated burial crypts without repeat the saving throw at the end of each of its
as much as a shudder, or step into hallowed ground without turns, ending the effect on itself on a success. If a
any difficulty. The combination of demonic and necromatic creature's saving throw is successful or the effect
energies animating them even make them immune to the ends for it, the creature is immune to the crypt
turning ability of the most powerful clerics. horror's Frightful Presence for the next 24 hours.
Regeneration. The crypt horror regains 20 hit points
at the start of its turn. If the crypt horror takes fire or
radiant damage, this trait doesn't function at the start
of the crypt horror's next turn. The crypt horror is
destroyed only if it starts its turn with 0 hit points
and doesn't regenerate.
Turning Defiance. The crypt horror is immune to
effects that turn undead and to magical effects that
prevent undead to enter an area, such as the magic
circle or hallow spells.

Actions
Multiattack. The crypt horror makes three melee
attacks: two with its claw and one with its bite.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 15 (2d8 + 6) slashing damage. If the
target is a creature other than an undead, it must
succeed on a DC 13 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 19 (2d12 + 6) piercing damage plus
13 (3d8) necrotic damage.

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