Large monstrosity, neutral
Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft., climb 30 ft. (suggested 40 ft., climb 40 ft.)
Proficiency Bonus +2
Proficiency Bonus +5 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 10 (+0) | 15 (+2) | 6 (-2) | 12 (+1) | 7 (-2) |
Saving Throws (suggested) Str +6
Skills Perception +3
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13
Senses (suggested) blindsight 240 ft., passive Perception 15
Languages Hook Horror
Challenge 3 (700 XP)
Echolocation. The hook horror can’t use its blindsight while deafened.
Echolocation (suggested). The hook horror can’t use its blindsight while deafened. The hook horror can “see” targets even when they are not in a straight line of “sight”. As soon as it is possible to draw a non-straight line from the hook horror and the target within the range of the blindsight 240 ft.
Keen Hearing. The hook horror has advantage on Wisdom (Perception) checks that rely on hearing.
ACTIONS
- Multiattack. The hook horror makes two hook attacks.
- Multiattack (suggested). The hook horror makes three attacks, one with its beak and two with its hooks.
- Beak (suggested). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
- Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
- Hook (suggested). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If both hook attacks hit the target is grappled (escape DC 18) and the hook horror automatically with its beak for 11 (2d6+4) piercing damage.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A hook horror is a fearsome creature that dwells in the dark depths of the Underdark. It has the body of a beetle, the head of a vulture, and the hooks of a butcher. Its chitinous exoskeleton is covered with sharp studs and its hooks are razor-sharp and metallic. It stands about 9 feet tall and weighs around 400 pounds. It has no eyes, but it can sense its surroundings by emitting high-pitched sounds that bounce off nearby objects. It communicates with other hook horrors by clacking its hooks together.
COMBAT
A hook horror is an aggressive predator that defends its hunting grounds fiercely. It uses its hooks to slash and stab at its enemies, inflicting deep wounds and bleeding. It can also use its hooks to climb walls and ceilings, surprising its prey from above. It has a keen sense of hearing and smell, and it can detect vibrations in the ground. It is sensitive to bright light and loud noises, which can disorient it or cause it pain. It is also vulnerable to diseases and parasites, which can weaken it or shorten its lifespan.
HABITAT / SOCIETY
A hook horror lives in the subterranean caverns of the Underdark, where it hunts for food and mates. It prefers dark and damp areas, where it can use its echolocation to navigate. It is a social creature, forming clans of up to 20 members. Each clan has a leader, usually the strongest or oldest hook horror, who decides where to hunt and nest. The clan members cooperate to protect their territory and share their food. They also care for their young, who hatch from eggs that look like rocks. A hook horror can live up to 40 years, but most die before reaching that age due to predators, diseases, or accidents.
ECOLOGY
A hook horror is an omnivorous creature that feeds on plants, fungi, insects, and animals. It prefers fresh meat, especially rodents, bats, and other small creatures. It can also scavenge carrion or garbage if food is scarce. It has few natural enemies, except for other hook horrors from rival clans or larger predators such as umber hulks or purple worms. A hook horror’s exoskeleton can be used to make armor or weapons, and its hooks can be used as tools or trophies. Some drow, duergar, or mind flayers may enslave or domesticate hook horrors for their own purposes.
ADDITIONAL INFORMATION
The hook horror is a bipedal monster that looks like a cross between a vulture and a man with hooks instead of hands. Its eyes are multifaceted, but its eyesight is very poor. It is blinded in normal light. It uses its extremely acute hearing to track and locate prey. Since its eyesight is so poor anyway, it suffers no combat or movement penalties if blinded or in complete darkness. It attacks silenced opponents with the penalties others suffer when attacking blind.
Hook horrors are natural climbers, as their hooks give them excellent purchase on rock surfaces. They can move at normal speed up vertical surfaces that are not sheer. Their great weight means that they cannot hang from the ceiling like other insects.
The obvious penalty for having hooks instead of hands is that hook horrors cannot use weapons or tools. They can only pick up items in their beaks. This severely restricts their ability to amass large treasures.
A clan of hook horrors most often lives in caves and underground warrens. The entrance is usually up a vertical or steeply sloped rock wall. Each family unit in the clan has its own small cavern off a central cave area. The clan’s eggs are kept in the safest, most defensible place. The clan is ruled by the eldest female, who never participates in combat. The eldest male, frequently the mate of the clan ruler, takes charge of all hunting or other combat situations and is considered the war chieftain.
Members of a clan rarely fight each other. They may quarrel or not cooperate, but they rarely come to blows. Clans sometimes fight each other, but only when there is a bone of contention, such as territorial disputes. It is rare for a clan of hook horrors to want to rule large areas or to conquer other clans.
Hook horrors have poor relationships with other races. Although they do not foolishly attack strong parties, generally other creatures are considered to be meat. They retreat when faced with a stronger group. Hook horrors do not recognize indebtedness or gratitude. Their simple language does not even have a term for these concepts. Just because a player character saves the life of a hook horror does not mean that it will feel grateful and return the favor.
Although hook horrors are basically omnivores, they prefer meat. They can eat just about any cave-dwelling fungus, plants, lichens, or animals. Hook horrors are well acclimated to cave life. They have few natural predators, although anything that managed to catch one would try to eat it. The hook horror’s exoskeleton dries and becomes too brittle for use after a month or so.