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Thing in the Ice// Awoken Horror

In the depths of the sea, creatures of unimaginable power and terrifying presence lurk, surrounded by the crushing depths and unbreakable darkness. Some of these beings have slumbered for centuries unbroken, dreaming a dream of the world above and waiting for the moment they awake. But not all who slumber have done so eternally, and legends speak of a creature of the deep that already awoke once to terrorize the people of Innistrad.   Worship the Unspeakable Hundreds of years ago on the shores of Nephalia, and enormous horror came from below to bind the minds of Innistrad's people. Using the psychic pressure of its vast intellect, it gifted those willing to submit to its rule with power, and set about destroying those who refused. With a name unpronounceable by those who served it, those who fought against it called it only the Horror. Gathering an army of worshippers around it, the Horror began to spread its influence, gaining the attention of Avacyn and her angels. The ensuing battle lasted for days, with dozens of angels lost, hundreds of people killed, and the Horror barely scratched. Gathering her hosts for one final charge, Acacyn built up her power for a single great spell, rendering a curse upon the Horror. As the angels fought against it, using up as much of its strength as they could, ice began to spread across the surface of the Horror, eventually swallowing it whole. With the physical threat of the Horror ended at the cost of many angels, and afraid that trying to destroy it would awaken the beast once more, Avacyn dragged the Horror far to the north, into the icy seas beyond the borders of Innistrad. There the archangel sank it into the depths once more, believing that it would never again threaten her wards.   A Prison of Ice Avacyn had hoped that deep in the ice, the threat of the Horror would be ended. But though it slumbered for a time, the Horror would soon awake, its terrible mind once more free to roam and seek those weak enough to dominate. But the Far North is empty, devoid of life but for those denizens of its depths. With little other choice, the Horror has floated for centuries, its prison slowly growing as it rises to the freezing surface. Though the ice of Avacyn's curse prevents it from moving, the Horror's mind still seeks, stretching out in every direction, searching for a slave to drag it back to Innistrad. In a sense, the ice which now swallows the Horror also protects it, shielding its body from harm while allowing its psychic tendrils to seize control of the weak-willed. With centuries of practice, the Horror has trained to divert the power of magic, guiding it into its prison to shatter the bonds of ice that hold it. Once freed, the Horror will again sweep across Innistrad, leading an army of enslaved straight to Avacyn's own front door.   A Horror Unleashed Before it can hold Innistrad in its grasping claws, the Horror has plans to bide its time, laying within the ice and gathering the minds of men to its side. Building an army of followers strong enough to stand against Avacyn's angels. Only then will it use its followers to unleash itself from the ice, not possibly knowing the effects that Avacyn's casting of the Cursemute has had upon it. In the magic of the Cursemute, Avacyn's own spell of binding upon the Horror was mutated, and in a sense, strengthened by Avacyn's renewed power. The Horror is irreparably weakend, and even freed it would find itself at only a fraction of the strength it once had. Powerful enough to devastate villages and wreak havoc, but too weak yet to stand against the might of Avacyn, assuming she would even think to do so in the new-found chaos of her mind. Her goals and thoughts twisted, believing humanity to be as much a plague to themselves as the darkness which threatens them, Avacyn may not move to deal with the Horror until it is too late. But even without Avacyn hope exists, as the curse of ice she cast upon the Horror still lingers. Empowered by the Cursemute, ice readily clings and grows upon the scales of the Horror's back slowly and weakening the beast if it were to escape. This growing ice, its effects palpable even without Avacyn's presence, will forever haunt the Horror across its existence, hobbling an evil force that once might have threatened existence.    

Thing in the Ice

Avacyn had hoped that deep in the ice, the threat of the Horror would be ended. But though it slumbered for a time, the Horror would soon awake, its terrible mind once more free to roam and seek those weak enough to dominate. But the Far North is empty, devoid of life but for those denizens of its depths. With little other choice, the Horror has floated for centuries, its prison slowly growing as it rises to the freezing surface. Though the ice of Avacyn's curse prevents it from moving, the Horror's mind still seeks, stretching out in every direction, searching for a slave to drag it back to Innistrad. In a sense, the ice which now swallows the Horror also protects it, shielding its body from harm while allowing its psychic tendrils to seize control of the weak-willed. With centuries of practice, the Horror has trained to divert the power of magic, guiding it into its prison to shatter the bonds of ice that hold it. Once freed, the Horror will again sweep across Innistrad, leading an army of enslaved straight to Avacyn's own front door.


Armor Class22 (natural armor)
Hit Points 10d20+50
Speed0 ft.
Strength5 (-1)
Dexterity1 (-5)
Constitution20 (+5)
Intelligence22 (+6)
Wisdom19 (+4)
Charisma20 (+5)
Saving ThrowsIntelligence d20+7 Wisdom d20+6 Charisma d20+7
Damage VulnerabilitiesBludgeoningPiercingSlashing
Damage ImmunitiesColdPsychic
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedGrappledParalyzed
PetrifiedPoisonedProneRestrained
Stunned
SensesBlindsight 120 ft.Passive Perception 14
LanguagesUnderstands AbyssalCelestialCommon
InfernalPrimordial but can't speakTelepathy 200 ft.
Challenge2 (450 XP)
Special 1DefenderAttack rolls made against the Kraken have a disadvantage
Special 2Frozen SolidThe Kraken is magically encased in a solid block of ice.Whenever the Kraken takes damage from or becomes the target of a spell or magical ability,
its Strength automatically increases by 2.If the Kraken takes fire damage,its Strength increases by 4.If the Kraken strength becomes 30, it transforms.
When the Kraken transforms, its statistics are replaced by the statisticsof the awoken horror and rolls initiative again,taking its turns on its new initiative
ActionPsychic StrikeThe Kraken forces one creature within 120feet that it is aware of to make DC 15 Intelligence saving throw.
On a failed save, the target takes 2d4 psychic damageand has a disadvantage on the next attack roll,saving throw, or ability check they make before the end of their next turn.On a success, nothing happens
Legendary ActionsThe Kraken can take 2 legendary actions,choosing from the options below.Only one legendary action can be used at a time
and only at the end of another creature's turn.The Kraken regains spent legendary actions at the start of its turn
Legendary Action 1BolsterThe Kraken lends its psychic strength to another creature it is aware of within 120 feet,granting them an advantage on their next attack roll
Legendary Action 2Dominate (Costs 2 Actions)The Kraken forces one creature within 120 feet that it is aware of tomake a DC 15 Intelligence saving throw.
On a failed save, the creature comes under the effects of a dominant monster spell.The effects of this spell only last until the end of the target's next turn.On a success, nothing happens

Awoken Horror

Before it can hold Innistrad in its grasping claws, the Horror has plans to bide its time, laying within the ice and gathering the minds of men to its side. Building an army of followers strong enough to stand against Avacyn's angels. Only then will it use its followers to unleash itself from the ice, not possibly knowing the effects that Avacyn's casting of the Cursemute has had upon it. In the magic of the Cursemute, Avacyn's own spell of binding upon the Horror was mutated, and in a sense, strengthened by Avacyn's renewed power. The Horror is irreparably weakend, and even freed it would find itself at only a fraction of the strength it once had. Powerful enough to devastate villages and wreak havoc, but too weak yet to stand against the might of Avacyn, assuming she would even think to do so in the new-found chaos of her mind. Her goals and thoughts twisted, believing humanity to be as much a plague to themselves as the darkness which threatens them, Avacyn may not move to deal with the Horror until it is too late. But even without Avacyn hope exists, as the curse of ice she cast upon the Horror still lingers. Empowered by the Cursemute, ice readily clings and grows upon the scales of the Horror's back slowly and weakening the beast if it were to escape. This growing ice, its effects palpable even without Avacyn's presence, will forever haunt the Horror across its existence, hobbling an evil force that once might have threatened existence.


Armor Class17 (natural armor)
Hit Points 20d20+100
Speed60 ft.Swim 60 ft.
Strength30 (+10)
Dexterity18 (+4)
Constitution20 (+5)
Intelligence22 (+6)
Wisdom18 (+4)
Charisma20 (+5)
Saving ThrowsIntelligence d20+12 Wisdom d20+10 Charisma d20+11
Damage ImmunitiesColdLightningBludgeoning
PiercingSlashing from nonmagical weapons
Condition ImmunitiesCharmedFrightenedStunned
SensesTruesight 120 ft.Passive Perception 14
LanguagesUnderstands AbyssalCelestialCommon
InfernalPrimordial but can't speakTelepathy 200 ft.
Challenge19 (22000 XP)
Special 1AmphibiousThe kraken can breathe air and water
Special 2Awe-Inspiring PresenceWhen the Kraken rolls initiative,each creature of the Kraken's choice that is within 120 ft.
of the Kraken and aware of it must succeed on a DC 19 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throw at the end of its turns,ending the effect on itself on a success
Special 3Belied by IceWhenever the kraken is subjected to cold damage,it takes no damage and instead,
its Strength score is reduced by 2.This reduction lasts until the end of the Kraken's next long rest.If the Kraken's Strength score is reduced to 5 or less, it transforms.When the Kraken transforms,
its statistics are replaced by the statistics of the thing in the ice,and it becomes unconscious for 1 year
Special 4Siege MonsterThe kraken deals double damage to objects and structures
Action 1MultiattackThe kraken makes three claw attacks,each of which it can replace with one use of Crush
Action 2BiteMelee Weapon Attack d20+16 to hit
Reach 5 ft., one targetHit 2d10+10 piercing damage
Action 3ClawMelee Weapon Attack d20+16 to hit
Reach 5ft., one targetHit 2d8+10 slashing damageand the target is grappled (escape DC 18).Until this grapple ends the target is restrained.
The kraken can grapple any number of targets
Action 4CrushThe kraken tightens its grip on one Largeor smaller object held or creature grappled by its claws.
The target makes a DC 24 Strength saving throw.On a failed save, the target takes 6d6 bludgeoning damage.On a success, the target takes half asmuch damage and is no longer grappled
Action 5Hydro Breath (Recharge 5-6)The Kraken exhales a powerful stream of water in a 90-foot line that is 5 ft. wide.Each creature in that line must make a DC 19 Strength saving throw.
On a failed save a creature takes 8d10 bludgeoning damageand is pushed up to 60 feet directly away from the Kraken
Legendary ActionsThe Kraken 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.The Kraken regains spent legendary actions at the start of its turn
Legendary Action 1Claw Attack or CrushThe kraken makes one claw attack or uses it Crush
Legendary Action 2Recharge Breath (Costs 2 Actions)The Kraken hydro breath automatically recharges
Legendary Action 3Mind Scramble (Costs 3 Actions)The kraken forces up to three creatures it is aware of within 60 ft. tomake a DC 20 Wisdom saving throw.
On a failed save, a target becomes stunned until the end of their next turn

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