Fearmonger (5e Monster)

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Author: Rlyehable (talk)
Date Created: 2018-10-09
Status: Finished
Editing: Clarity edits only please
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Fearmonger [1]
Large Aberration, Chaotic Neutral
Armor Class: 15 (natural armor)
Hit Points: 68 (9d8+27)
Speed: 60 feet; flying 60 feet (hover)
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 8 (-1) 16 (+3) 14 (+2)
Saving Throws: Wisdom
Skills: Deception +6, Intimidation +6, Performance +6, Stealth +7
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunity: charmed, frightened, prone
Senses: Truesight 120 feet, passive Perception 17
Languages: Telepathy 120 feet
Habitat: Urban
Challenge: 9 (5,000 xp)Proficiency Bonus (PB): +4

Features

Fearful Shape. The fearmonger uses its innate telepathy to find the greatest fear of an individual or group. The group (or individual) perceives the fearmonger as that fear personified.

Fear Eating. When a creature(s) fails the saving throw caused by the fearmonger's Deadly Fright (see below). The fearmonger regains hit points equal to the hit points lost by the creature(s). 

Actions

Deadly Fright. The fearmonger may use an action to emit the very essence of fear. When it does so, each creature of the aberration’s choice that is within 120 feet of it and aware of it must roll a Wisdom saving throw (DC 20).

On a failed save the creature looses a number of hit points equal to the the number by which it failed the save and becomes frightened and incapacitated for 1 minute. While under the effect of the Deadly Fright, the creature must repeat the saving throw at the end of each of its subsequent turns.

On a successful save, the creature ends both the frightened and incapacitated conditions on itself and is immune to the aberration’s Deadly Fright for 1 hour.

If the creature is already frightened (either from the Deadly Fright or another cause), the saves are made with disadvantage.

Creatures that are immune to the frightened condition automatically succeed on saves against the aberration's Deadly Fright.

Frenzied Attack. Melee Weapon Attack: +7 to hit. reach 10 ft., one target. Hit: 2 (1d4) piercing, 2 (1d4) slashing, and 3 (1d6) psychic damage. This attack is magical. This attack is always used as a last resort to facilitate an escape, usually from creatures immune to its Deadly Fear. 

Reactions

Escape. The fearmonger may use its reaction to teleport 60' away from a creature that has damaged it.


The fearmonger is an eater of fear. Its true shape, is a mass of eyes, mouths and tentacles. It is bold, but will flee if threatened by creatures immune to its Deadly Fear.

While it can fly and levitate, it prefers to move along the ground.

Habitat

Fearmongers instinctively migrate toward regions where fear, despair, and woe. Areas experiencing war, plague, famine, drought, or oppression draw a fearmonger. These areas are usually urban, but can be a wilderness being destroyed by wildfire, an area hit by a tsunami, or other natural disasters.

Sources and Notes

  1. user:Rlyehable. Created:2018-10-09. Licensed: CC-BY-SA.

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Rlyehable's Homebrew (235 Articles)
Rlyehablev
AlignmentChaotic Neutral +
AuthorRlyehable +
CRval9 +
Canontrue +
Challenge Rating9 +
Creature NameFearmonger +
Experience Points5,000 +
FeaturesFearful Shape +, Fear Eating +, Deadly Fright +, Frenzied Attack + and Escape +
HabitatUrban +
Hit Dice9d8+27 +
Hit Points68 +
Identifier5e Monster +
NameFearmonger +
RatingUndiscussed +
SizeLarge +
SortTextFearmonger 5e +
SummaryThis creature feeds on fear +
TitleFearmonger +
TypeAberration +