Fetal Horror

Small monstrosity, chaotic neutral

Armor Class 13 (natural armor)
Hit Points 13 (3d6+3)
Speed 20 ft.

13 (+1) 12 (+1) 13 (+1) 7 (-3) 12 (+1) 6 (-2)

Skills Perception +3 Stealth +3
Senses Darkvision 60 Ft. passive Perception 13
Languages Understands common but cant speak
Challenge 1/4 (50 XP)


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
  • Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.


Fetal horrors were born from alchemists’ first clumsy, botched attempts to create life. In their hubris alchemists sought to replicate mortal life and create a being in the space where magic and science blur. The result were these wretched malformed creatures, floating preserved in murky bell jars.

Never maturing beyond a warped infancy, these fetal creatures know nothing beyond the most base of instincts.

Weaponized Horrors. Though a mistaken creation, fetal horrors found their use in violence. Jars containing the undeveloped creatures are relatively small and can be concealed or smuggled more easily than armaments. When the glass shatters and the creature is unleashed, it grows rapidly, and will attempt to sate its hunger with its malformed claws and needle-like teeth.

In the Sewers. Through some twisted sense of familial instinct, fetal horrors will not attack the creature that unleashed them into the world… at first. As the fetal horror rapidly matures, it grows uncontrollable and erratic. Once its sentience solidifies, it will learn quickly, often turning on its creator. Some flee from the combat they were born to, crawling into caves or sewers to live abandoned as feral orphans. Many a city has myths about such creatures living in sewers or crypts, devouring children or the unwary traveller.

Section 15: Copyright Notice

Zargoth’s Tome of Familiars, Copyright 2021, Arcana Games, LLC.

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