Excoriants, informally known as 'Flayed', are horrifying creatures made from humanoids tortured past the point of madness. They lash out at all living things within sight, seeking only to inflict pain on others. They are occasionally created by evil-aligned groups as shock troops for unleashing on soft targets. Excoriants are short-lived, and resistant to any healing magics.
Excoriants look like humanoids without skin, their muscled torsos glistening and bleeding. Their eyes burn with a yellow light, and their teeth gnash. Magical torture, which shall not be described here, creates one of these over the course of six days and six nights. All of the target's skin is removed, and they emerge as a bloody and murderous creature, frenzied by their own agony. They continue existing only through slaying other living creatures. Hooks:
EXCORIANT Medium humanoid (excoriant), chaotic evil Armour Class 11 (natural armour) Hit Points 30 (4d8 + 12) Speed 40ft. Str 16 (+3); Dex 16 (+3); Con 16 (+3); Int 6 (-2); Wis 8 (-1); Cha 2 (-4) Proficiency bonus +2 Saving throws Dex +5 Skills Athletics +5, Perception +1 Condition Immunities exhaustion, stunned Senses passive Perception 11 Languages N/A Challenge 2 (450 XP) Frenzy. When reduced to 15 or fewer hit points, an excoriant gains a +2 bonus on melee weapon damage rolls, and has advantage on attack rolls with melee weapon attacks. Attack rolls against them have advantage. While in a frenzy, an excoriant cannot distinguish between allies and foes, except other excoriants. Short-Lived. Each round that an excoriant makes an attack roll, they lose 1d4 hit points. Excoriants can't regain hit points or gain temporary hit points by any means other than strength from pain, below. Strength from Pain. An excoriant gains succor from harming other living beings. Any time the excoriant harms another living being with a melee weapon attack, they regain 1d4 hit points. If they slay another living being, their maximum and temporary hit points are increased by 10. Unpleasant Exterior. Excoriants have advantage on attempts to escape a grapple or bonds. ACTIONS Multiattack. The excoriant makes two longsword attacks, or one longsword attack and one claw attack. If the excoriant is in a frenzy, it instead makes three claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must success on a Strength saving throw (DC 13) or become grappled. Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d10 + 3) slashing damage. Comments are closed.
|
AuthorI'm Luke. He/him pronouns. Archives
May 2022
Categories
All
|