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Published by goroiamanuci, 2023-04-01 07:41:18

Squidhead

Squidhead

5e Monster: Squidhead As the party travels through the rainy countryside, they come across an abandoned fortress on a hilltop. The fortress appears to be in ruins, with mossy stones and crumbling walls. The heavy rain makes it difficult to see, and the party is forced to navigate through the slippery terrain. As they approach the entrance of the fortress, they hear strange noises coming from inside. Suddenly, a Squidhead emerges from the shadows, its writhing tentacles dripping with rainwater, it lets out a chilling screech, alerting its nearby kin to the presence of the party. The Squidhead lunges forward, seeking to infect the party with its foul curse.


Squidhead Medium aberration, chaotic evil Armor Class 10 Hit Points 52 (8d8 + 16) Speed 30 ft., swim 30 ft. STR 16 (+3) DEX 8 (-1) CON 14 (+2) INT 5 (-3) WIS 6 (-2) CHA 3 (-4) Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 60 ft., passive Perception 8 Languages understands the languages it knew before turning but can't speak Challenge 3 (700 XP) Aberrant Fortitude. If damage reduces the Squidhead to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the Squidhead drops to 1 hit point instead. Infectious Presence. A creature that starts its turn within 5 feet of the Squidhead and can see it must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Squidhead's Infectious Presence for the next 24 hours. Actions Multiattack. The Squidhead makes two Infectious Bite attacks. Infectious Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage plus 10 (3d6) necrotic damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be infected with the Squidhead virus. A creature that successfully saves against this effect is immune to the Squidhead virus for 24 hours.


Squidhead Disease Squidhead disease is a virulent affliction that is spread by the bite of a Squidhead. Those infected with the disease become feverish and delirious, often experiencing terrifying hallucinations. Within a few days, the infected person's eyes take on a sickly yellow-red color and their skin becomes mottled with dark, bruise-like patches. Their mental faculties begin to deteriorate, and they become increasingly aggressive and prone to violence. If left untreated, the disease eventually turns the infected person into a Squidhead, a zombie-like creature with tentacle-like appendages sprouting from its head. These creatures are driven by an insatiable hunger for flesh and will stop at nothing to spread the disease to others. Once infected, a creature must make a DC 12 Constitution saving throw at the end of their next Long Rest. If the creature fails this saving throw, they transform into a Turned Squidhead and become an NPC under the control of the DM. The Squidhead retains its memories and personality, but its body is twisted and deformed by the disease, and it gains the abilities and traits of a Turned Squidhead, after 1 month the Turned Squidhead will become a Squidhead. Curing the Turned Squidhead requires powerful healing magic like Greater Restoration, or the use of a rare antidote. Turned Squidhead A humanoid turned into a Squidhead retains its statistics except for the changes below. Armor Class 10 Hit Points 1 (1d4 - 1) Speed 30 ft., swim 30 ft. Damage Immunities Poison Condition Immunities Poisoned The humanoid loses any abilities that require vocalizations.


Rare Antidote Squidhead Antitoxin Potion, rare This powerful magical potion with a deep blue color and has a slightly bitter taste is used to cure the Squidhead disease and reverse the transformation of a Turned Squidhead back to their original form. When administered within 24 hours of infection or transformation, the Squidhead Antitoxin immediately halts the progression of the disease and restores the infected creature or Turned Squidhead to their normal form. However, the Squidhead Antitoxin has a drawback. After the transformation is reversed, the creature suffers a temporary penalty to their Strength, Dexterity, and Constitution scores for 24 hours. The penalty is -2 to each of these ability scores, representing the strain that the disease has placed on the creature's body and mind.


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