The Hatred Incarnate

Grythax, Hatred Incarnate CR: 9

Large to Huge aberration, chaotic evil
Armor Class: 18 (Natural Armor +4, Dexterity +4)
Hit Points: 180 (20d10+80)
Speed: 60 ft

STR

20 +5

DEX

18 +4

CON

18 +4

INT

14 +2

WIS

16 +3

CHA

10 +0

Saving Throws: STR: +9, DEX: +8, CHA: +3
Skills: Athletics: +9, Perception: +7, Stealth: +8, Survival: +7
Damage Resistances: Bludgeoning, Piercing, and Slashing Damage from Nonmagical Attacks
Damage Immunities: Necrotic
Condition Immunities: Blinded, Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses: Truesight: 120 ft, Passive Perception: 17
Languages: Languages is knew in life, plus any 3 the DM Chooses
Challenge Rating: 9 ( 5,000 XP)
Proficiency Bonus: +4

Insightful: Grythax, has advantage on all Wisdom (Perception) and Wisdom (Survival) checks that rely on sight and smell, and it cannot be surprised
Soul Drain: When Grythax starts its turn, any creature within 30ft of it that has 0 hit points must make a DC 15 Wisdom Saving Throw or automatically fail one death save, as The Hatred Incarnate begins to devour its victims' souls.
Evolution: As Grythax continues to be reduced in hit points from any source, it gains access to different abilities, as described in the "actions, bonus actions, or reactions" section below
Pure Insanity: Any creature targeting Grythax with a mind-altering effect, they must succeeded a Wisdom Saving Throw DC 15. On a failure, the target will become frightened for one minute and stunned until the end of Grythax next turn, as they will hear the screams and cries of all those Grythax has devoured. Regardless of a success or failure, the triggering effect fails
Trackless Steps: Grythax cannot be tracked except by magical means , and gains advantage on all Dexterity (stealth) checks.

Actions

Multi-attack: Grythax makes a total of 3 attacks, in any order it sees fit, though it can only make 1 bite attack per turn. This can include one use of it's Living Nightmare feature, if it is available
Rending Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 5) piercing damage and 12 (2d12) necrotic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Claws: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 5) slashing damage. On a hit, the target must make a DC 15 Con save or suffer 1 level of exhaustion.
Living Nightmare: Grythax's eyes focus their gazes on all targets within 30 feet of it, making their souls shiver. Each target must succeed on a DC 15 wisdom saving throw or be paralyzed in fear for 1 minute. A creature who failed can make an additional wisdom saving throw at the end of their turn. On a success, the paralyzed condition ends. Recharge: 5-6 on a D6
Gaze (Grythax gains access to this feature when it is reduced to half of its maximum hit points or less): Grythax targets a creature with one of its eye rays. Roll a D4 on the below table to determine the effect

Bonus Actions

Relentless Advance: Grythax can use a Dash action, but only towards an enemy and not away.
Bask in Hatred (Becomes available once Grythax drops to half hit points or fewer): All of the eyes of Grythax flare with hatred, sending out rays of death at all targets within 60 feet. When this ability is used, roll a D4 to determine the damage affect (Mentioned below). Each target must make an associated saving throw or suffer the affects described (Recharges on a 5-6 on a D6):

  1. Ray of Force: Targets must make a Dexterity saving throw DC 15 or suffer 5d10 Force damage and be pushed 10 ft away. On a success, the targets only take half damage and are not pushed
  2. Ray of Rage: Targets must make a Wisdom saving throw DC 15 or suffer 4d8 psychic damage and see the target's nearest ally as an ememy. The targets must now spend their next turn attacking an ally as if they were an enemy. The effect ends at the end of the targets' turns. On a success, the targets only take half damage and are not affected by the rage
  3. Poisoning Ray: Targets must make a Constitution saving throw DC 15 or suffer 4d10 poison damage and are poisoned . On a success, the targets only take half damage and are not poisoned
  4. Infusing Curse: Targets must make a Charisma saving throw DC 15 or suffer 3d10 necrotic damage and become cursed. Anytime a cursed creature makes an attack roll, ability check, saving throw or death save, they must roll a D8 and subtract that number from the total. A cursed creature can repeat the save at the end of their turn. On a success, the targets only take half damage and are not cursed
Rapid Escape (Becomes available when Grythax is reduced to a quarter of its maximum hit points or less): Grythax can use a bonus action to Dash or Disengage.

Reactions

Morph Flesh: Upon being targeted by an attack, Grythax's body begins to shift and morph in unnatural ways, potentially causing the attack to miss. Grythax adds his dexterity modifier of +4 again to it's Armor Class until the start of it's next turn.

Relentlessly, the blizzard rages around you, freezing you to your core and blinding your vision. However, a new sensation of fear builds as eyes begin to appear at the edge of the storm. Each eye is a different size, shape, and color, and all of them seem to be shifting and moving. Then, you see a wolf-like mass silently step forward, revealing a creature out of your worst nightmares. It stands from head to shoulder about 11 feet in height, and its eyes seem dotted all over its body. The fur, if you can call it that, is a deep blue, and each strand ends in a sharpened point. Several large shards of a crimson red gemstone protrude from its back. As it approaches, it begins to speak, but its far too difficult to tell which voice is its own, for there are many. Any voice, from a brutish orc to a small child can be heard, and they all call out to you: "Does our prey want to play?"
 

Motivation/Compulsion


  The Hatred Incarnate is created through a long and arduous experimentation process through which a curse is born. That curse changes the victim into a mindless, controllable eldritch weapon. However, on extremely rare occasions, the Hatred Incarnate maintains its intelligence and faculties, and is filled with absolute rage and insanity for what was done to it. Thus, it's main purpose in life now is to hunt those that cursed them and any who are connected to them. They are often strategic and smart enough to outthink and precisely hunt its prey, and no where is safe for those that drew the ire of the Hatred Incarnate

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