5e:Fearmonger
Fearmonger [1] | ||||||||||||
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Large Aberration , Chaotic Neutral | ||||||||||||
Armor Class: 15 (natural armor) | ||||||||||||
Hit Points: 68 (9d8+27) | ||||||||||||
Speed: 60 feet; flying 60 feet (hover) | ||||||||||||
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Saving Throws: Wisdom | ||||||||||||
Skills: Deception +6, Intimidation +6, Performance +6, Stealth +7 | ||||||||||||
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks. | ||||||||||||
Condition Immune: 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 | ||||||||||||
FeaturesFearful 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. ActionsDeadly 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. ReactionsEscape. 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. [1]
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
- user:Rlyehable. Created:2018-10-09. Licensed: CC-BY-SA. ↑ 1.0 1.1
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Monster data +
Fearmonger (Sort Text: Fearmonger 5e, Size: Large, Type: Aberration, Alignment: Chaotic Neutral, HP: 68, CR: 9, Features: Fearful Shape • Fear Eating • Deadly Fright • Frenzied Attack • Has Lair, Has Lair: No, NPC: No, Canon: No, Pointer: No, UA: No, User: Yes, Sources: Rlyehable)
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