Genetic Horror | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Genetic Horror CR: 4 (1,100)

Medium monstrosity, unaligned
Armor Class: 12 (natural armor)
Hit Points: 59 (7d10+21)
Speed: 40 ft , fly: 60 ft , swim: 40 ft , climb: 40 ft

STR

17 +3

DEX

16 +3

CON

18 +4

INT

2 -4

WIS

12 +1

CHA

8 -1

Skills: Perception +1, Stealth + 7, Survival + 4
Senses: Darkvision 60ft., Passive Perception 11
Languages: None
Challenge Rating: 4 (1,100)

Amphibious. The genetic horror can breathe air and water.
Grasping Tendrils. The genetic horror can have up to three tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the horror, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Rejuvination. If it dies, the genetic horror has a 25% chance to return to life at half health in 24 hours.
Spider Climb. The genetic horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sure-Footed. The genetic horror has advantage on Strength and Dexterity Saving Throws made against Effects that would knock it prone.

Actions

Multiattack. The horror makes one attacks with one of its tendrils, uses Reel, and makes one Attack with its claw. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Spit Poison: Ranged Weapon Attack: +4 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 12 Constitution saving throw, taking 15 (3d8) poison damage on a failed save, or half as much damage on a successful one.
Reel. The horrorr pulls each creature Grappled by it up to 25 ft. straight toward it.
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is Grappled (escape DC 15). Until the grapple ends, the target is Restrained and has disadvantage on Strength checks and Strength Saving Throws, and the horror can't use the same tendril on another target. Targets that are restrained take 1d6 piercing damage at the beginning of each turn.

Among Splicers exist those who choose to undergo extremely risky mutations, involving untested genetic markers from monstrosities and untested beasts. The lucky Splicers among this number become known as Abominations, or Creatures, and manage to retain enough of their humanity and consciousness to remain tolerated. There are no shortage, however, of the unlucky number among them who lose themselves to the animal and monstrous nature of their mutations. Their sense of self and memories devolve into baser instinct and rage. These creatures hardly, if at all, resemble the people they once were. Often having flat, stretched lengthwise faces and elongated teeth, deep bellowing roars, and disturbing combinations of various body parts from different animals.

Created by

Ticklesthegamemaster.

Statblock Type

Monster

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