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Flayed Horror (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 4-10-16
Status: Complete
Editing: Clarity edits only please
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Flayed Horror
Size/Type: Large Aberration (Eldritch)
Hit Dice: 15d8+183 (333 hp)
Initiative: +9
Speed: 40 ft
Armor Class: 28 (+9 dex, +10 natural, -1 size), touch 18, flat-footed 19
Base Attack/Grapple: +11/+29
Attack: Feral Strike Claw +20 melee (2d6+10, 19-20/x2)
Full Attack: Feral Strike Claw +20/+15/+10 melee (2d6+10, 19-20/x2)
Space/Reach: 10 ft/10 ft
Special Attacks: Advancing Combo, Berserk, Toxic Pin
Special Qualities: Blood Scent, Dash Step, Darkvision 60 ft, DR 10/magic, Extraordinary Health, Immunities, Mad Insight, Toxic Blood, Twitch Dodge, Vulnerable to Fire, Warped Existence
Saves: Fort +15, Ref +14, Will +14
Abilities: Str 30, Dex 28, Con 30, Int 11, Wis 21, Cha 19
Skills: Intimidate +26, Listen +23
Feats: Born ToughB, Improved GrappleB, Power Attack, Combat Reflexes, Cleave, Improved Bull Rush, Awesome Blow, Attack on the Run (melee)
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 16-30 HD (Large), 31-45 HD (Huge)
Level Adjustment:


The creature in front of you was once perhaps a very large human, or a small giant. Its back has been flayed open, the skin pealed off its body and its meat and bones exposed as thick ichorous blood oozes from its depraved form. It should be dead, yet it refuses to die. It screams, and launches at you with unnatural speed!

The product of forbidden rituals to dark alien gods, the flayed horror almost appears to be an undead given its torn open skin and weeping wounds. Yet this hideous beast lives, and its mind is clouded with pain, insanity, and hunger for sweet blood. Always dripping toxic blood, it corrupts the entire area around where they lurk and often rendering its surroundings somehow different and wrong.

Flayed horrors do not speak, only scream. It is unsure if they understand language, as they are completely mad.

CombatEdit

The flayed horror is a relentless and direct berserker. It relies on its unusual high health and toxic blood to help it survive when facing other targets. It is weak to fire, but only barely shows hesitation when fighting.

Advancing Combo (Ex): When the flayed horror makes a full attack, it gains an extra attack at its highest attack bonus and it can choose to push the target 5 ft. It can also choose to move with the target.

Berserk (Ex): When the flayed horror drops below 50% hp (166 hp) it goes berserk. It gains +4 Strength and Dexterity, +2 Will saves, and its toxic blood now spreads out in a 5 ft radius around it at all times. Toxic blood now applies to its natural attacks.

Blood Scent (Ex): The flayed horror has scent. However blood counts as a strong scent (double its normal range), and any creatures wounded by piercing or slashing damage or otherwise bleeding within range of scent have their locations revealed as if by blindsense.

Dash Step (Ex): The flayed horror is extremely fast. It can take up to a 15 ft step rather than a 5 ft step.

Extraordinary Health (Ex): The flayed horror receives maximum hit points per HD.

Immunities: The flayed horror is immune to disease, poison, mind-affecting effects, unholy damage, and vile damage.

Mad Insight: Any creature which becomes directly aware of flayed horrors for the first time must make a DC 21 Will save or gain 1 point of dark insight, as well as 1d4 points of madness. Future encounters with flayed beasts do not add more dark insight if you have already encountered one, but you must still make the saving throw against madness whenever a flayed horror rolls for initiative. This saving throw is Charisma based.

Toxic Blood (Ex): The flayed horror's blood is extremely poisonous, and any creature hitting with a natural weapon or unarmed strike or any creature dealing piercing or slashing damage while adjacent must make a DC 27 Fortitude save or lose 3d6 hp each round for 1 minute (no secondary effect). When the flayed horror goes berserk, its toxic blood sprays forth in a cloud around it out to 5 ft, and is also applied to its natural attacks. The saving throw is Constitution based.

Toxic Pin (Ex): If a flayed horror successfully pins a creature, they are automatically subject to toxic blood, no save.

Twitch Dodge (Ex): There is a 20% chance after any attack against it (regardless if it hit or miss) that the flayed horror will make an immediate 15 ft step as a non-action. This does not count towards its 15 ft steps each round.

Warped Existence: Flayed horrors only exist under the effects of either an elder sign, or after a terrible ritual is performed on any humanoid or giant creature. If slain, they drop a fragment of crystalized blood which can be used to revive the flayed horror given the appropriate ritual, or an increase in an elder sign's strength. The crystal blood shard has hardness 20, 40 hp, and radiates a strong evil aura. It can be used as a spell component for dark insight spells, counting for up to 15 dark insight points until it is expended.


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