Thing in the Ice// Awoken Horror
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 Class | 22 (natural armor) | ||
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Hit Points | 10d20+50 | ||
Speed | 0 ft. | ||
Strength | 5 (-1) | ||
Dexterity | 1 (-5) | ||
Constitution | 20 (+5) | ||
Intelligence | 22 (+6) | ||
Wisdom | 19 (+4) | ||
Charisma | 20 (+5) | ||
Saving Throws | Intelligence d20+7 | Wisdom d20+6 | Charisma d20+7 |
Damage Vulnerabilities | Bludgeoning | Piercing | Slashing |
Damage Immunities | Cold | Psychic | |
Condition Immunities | Blinded | Charmed | Deafened |
Exhaustion | Frightened | Grappled | Paralyzed |
Petrified | Poisoned | Prone | Restrained |
Stunned | |||
Senses | Blindsight 120 ft. | Passive Perception 14 | |
Languages | Understands Abyssal | Celestial | Common |
Infernal | Primordial but can't speak | Telepathy 200 ft. | |
Challenge | 2 (450 XP) | ||
Special 1 | Defender | Attack rolls made against the Kraken have a disadvantage | |
Special 2 | Frozen Solid | The 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 statistics | of the awoken horror and rolls initiative again, | taking its turns on its new initiative | |
Action | Psychic Strike | The Kraken forces one creature within 120 | feet that it is aware of to make DC 15 Intelligence saving throw. |
On a failed save, the target takes 2d4 psychic damage | and 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 Actions | The 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 1 | Bolster | The 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 2 | Dominate (Costs 2 Actions) | The Kraken forces one creature within 120 feet that it is aware of to | make 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 Class | 17 (natural armor) | ||
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Hit Points | 20d20+100 | ||
Speed | 60 ft. | Swim 60 ft. | |
Strength | 30 (+10) | ||
Dexterity | 18 (+4) | ||
Constitution | 20 (+5) | ||
Intelligence | 22 (+6) | ||
Wisdom | 18 (+4) | ||
Charisma | 20 (+5) | ||
Saving Throws | Intelligence d20+12 | Wisdom d20+10 | Charisma d20+11 |
Damage Immunities | Cold | Lightning | Bludgeoning |
Piercing | Slashing from nonmagical weapons | ||
Condition Immunities | Charmed | Frightened | Stunned |
Senses | Truesight 120 ft. | Passive Perception 14 | |
Languages | Understands Abyssal | Celestial | Common |
Infernal | Primordial but can't speak | Telepathy 200 ft. | |
Challenge | 19 (22000 XP) | ||
Special 1 | Amphibious | The kraken can breathe air and water | |
Special 2 | Awe-Inspiring Presence | When 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 throw | or 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 3 | Belied by Ice | Whenever 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 4 | Siege Monster | The kraken deals double damage to objects and structures | |
Action 1 | Multiattack | The kraken makes three claw attacks, | each of which it can replace with one use of Crush |
Action 2 | Bite | Melee Weapon Attack | d20+16 to hit |
Reach 5 ft., one target | Hit 2d10+10 piercing damage | ||
Action 3 | Claw | Melee Weapon Attack | d20+16 to hit |
Reach 5ft., one target | Hit 2d8+10 slashing damage | and the target is grappled (escape DC 18). | Until this grapple ends the target is restrained. |
The kraken can grapple any number of targets | |||
Action 4 | Crush | The kraken tightens its grip on one Large | or 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 as | much damage and is no longer grappled |
Action 5 | Hydro 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 damage | and is pushed up to 60 feet directly away from the Kraken | ||
Legendary Actions | The 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 1 | Claw Attack or Crush | The kraken makes one claw attack or uses it Crush | |
Legendary Action 2 | Recharge Breath (Costs 2 Actions) | The Kraken hydro breath automatically recharges | |
Legendary Action 3 | Mind Scramble (Costs 3 Actions) | The kraken forces up to three creatures it is aware of within 60 ft. to | make 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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