Hood’s Gloom

A monster for 5e Dungeons & Dragons.

Chaotic Evil

Armor Class: 16 (natural armor)

hit Points: 207 (18d12 + 90)

Speed: 20ft., swim 50ft.

Str 24 (+7) Dex 11 (+0) Con 20 (+5) Wis 15 (+2) Int 19 (+4) Cha 17 (+3)

Saving Throws: Str: +12, Dex: +5, Con: +10, Int: +9, Wis: +7

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: lightning

Condition Immunities: frightened, paralyzed

Senses: truesight 120 ft., passive perception 12

Languages: Abyssal, Celestial, Infernal, Primordial, telepathy 60 ft. but can’t speak

Traits 

Amphibious. Hood’s Gloom can breathe air and water.

Freedom of Movement. Hood’s Gloom ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Charge. If Hood’s Gloom moves at least 30 feet, then it can add 3d6 damage to the Slam attack.

Actions

Multiattack. Hood’s Gloom makes two tentacle attacks, each of which it can replace with a use of Fling.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 39 (5d12 + 7) bludgeoning damage. Requires that Hood’s Gloom move at least 5 feet before using.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a Medium or smaller creature grappled by Hood’s Gloom, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Hood’s Gloom, and it takes 21 (6d6) acid damage at the start of each of Hood’s Gloom’s turns. One Medium or two smaller creatures can be swallowed at the same time. If Hood’s Gloom takes 35 damage or more on a single turn from a creature inside it, Hood’s Gloom must succeed on a DC23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of Hood’s Gloom. If Hood’s Gloom dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC: 20). Until the grapple ends, the target is restrained. Hood’s Gloom has four tentacles, each of which can grapple one target.

Fling. One Medium or smaller object held or creature grappled by Hood’s Gloom is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC: 13 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Strike. Hood’s Gloom can magically create a bolt of lightning, which can strike a target Hood’s Gloom can see within 90 feet of it. The target must make a DC: 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions (3 per turn)

Hood’s Gloom can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hood’s Gloom regains spent legendary actions at the start of its turn.

 Tentacle Attack (costs 2 actions): Hood’s Gloom makes one tentacle attack.

 Fling: Hood’s Gloom uses Fling

 Move: Hood’s Gloom can move up to its speed without provoking an opportunity attack.

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