Anguisher | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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GH_MG

Anguisher CR: 4 (1100 XP)

Medium aberration, any
Armor Class: 13 (natural armor)
Hit Points: 65 ( 10d8+20 )
Speed: 30 ft

STR

8 -1

DEX

14 +2

CON

15 +2

INT

8 -1

WIS

10 +0

CHA

17 +3

Skills: Insight +2, Perception +2, Stealth +4
Damage Resistances: psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities: exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained, unconscious
Senses: darkvision 60 ft.
Languages: understands all languages but can't speak, telepathy 60 ft.
Challenge Rating: 4 (1100 XP)

Amoprhous The anguisher can move through a space as narrow as 1 inch wide without squeezing.
Continued Suffering A creature that has an Intelligence score of 4 or higher and dies from an Anguisher's attacks, spawns a new Anguisher in 3 days. Any effect that prevents the body from becoming undead also prevents the emergence of the new anguisher.
Frightening Advantage The Anguisher has Advantage on Attack Rolls against creatures that are Frightened. Against such targets, the Anguisher scores a Critical Hit on a roll of 18 to 20.

Actions

Multiattack The Anguisher uses its Anguish attack twice.
Anguish Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 3d6+3 psychic damage, and the target is Frightened of the Anguisher. The target must use its Reaction to move its speed away by the safest possible route. Movement used during this Reaction can't be used durin the target's turn.
Harrow (Recharge 6) Each creature of the Anguisher's choice within 60 ft. anda aware of the Anguisher, must make a DC 13 Wisdom Saving Throw. On a failure, a creature takes 5d6 psychic damage and becomes Frightened for 1 minute. On a successful save, the creature takes half damage and isn't Frightened. A Frightened creature can repeat the Saving Throw at the end of each of tis turns, ending the condition on itself on a success.
Invisibility The Anguisher magically turns Invisible until it attacks or until its Concentration ends (as if concentrating on a spell).

Aberrant Torment. Mental suffering can last far longer than physical damage. Psychic energy from those who die in extreme anguish might open a portal, allowing consciousness from beyond the veil to meld with psychic residue. Old Wounds. The touch or aura of an anguisher calls old wounds and tormentors to mind. The creature uses invisibility and stealth to lurk around potential victims, slowly draining them of life through this recalled suffering. Salvage An anguisher discorporates into thick, black goo when slain. Someone who has proficiency with alchemist’s supplies can refine and dehydrate this goo in a process that takes 1 day of work and a successful DC 10 Intelligence or Wisdom check. If it succeeds, the process creates dust of disappearance. Lore DC 10 Intelligence (History): Anguishers are semisolid horrors from beyond reality. DC 15 Intelligence (Arcana): An anguisher shares many traits and immunities with semicorporeal undead, such as shadows. If an anguisher slays a sapient creature, a new anguisher emerges into the world near the corpse 3 days later. DC 15 Intelligence (Religion): Effects that prevent a corpse from becoming undead can also prevent it from bearing a new anguisher.

Created by

OmeWillem.

Statblock Type

Monster

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