Plu-nar

Medium aberration, unaligned

Armor Class 17 (Natural armor)
Hit Points 78 (12d8+24 HD)
Speed

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 4 (-3) 18 (+4) 7 (-2)

Skills Perception +5, Stealth +5
Damage Immunities necrotic, Poison, Psychic
Condition Immunities charmed, Exhaustion, Grappled, Paralyzed, Petrified, poisoned, Prone, Restrained, Unconscious
Damage Resistances acid, Cold, fire, Lightning, thunder; bludgeoning, piercing, and slashing from Nonmagical Attacks
Senses darkvision 60 ft., passive Perception 15
Languages None
Challenge 7 (2,900 XP)

SPECIAL TRAITS

  • Devouring Fear. Any creature within the same dimension as the plu-nar and within 60 feet of it must succeed at a DC 17 Charisma saving throw. On a failure, the creature is frightened of the plu-nar and the plu-nar gains 1d4 temporary hit points. The creature may repeat this saving throw at the end of each of its turns, ending the effect on itself with a success.
  • Dimensional Trap. Any who attempt to leave the dimension of a plu-nar while in its presence must make a DC 15 Charisma saving throw. Failure means the creature remains trapped. Trapped creatures may repeat the save at the end of each long rest. If the plu-nar is slain, those trapped are automatically returned to their own dimension, expelled from the plu-nar’s at exactly the place where they were originally drawn in.

ACTIONS

  • Multiattacks. The Plu-Nar makes 4 claw attacks
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage.

REACTIONS

  • Multi-Reaction. The Plu-Nar may take a reaction against every creature it faces, each round.
  • Dimension Fold. The plu-nar forces another opponent who takes any action or bonus action to make a DC 17 Wisdom saving throw. On a failure, they find themselves yanked into the plu-nar’s dimension, looking out into their world beyond and unable to escape. Affected creatures may not return to their home dimension. The creature may repeat the save at the end of each of its turns, ending the effect with a success; they may then attempt to return to their own dimension so long as the portal is still there.

ABOUT

Manifestations of fear and doubt. The plu-nar does not exist until doubt, uncertainty, confusion, and fear create it. When it begins to manifest, the ground around those clouded with doubt begins to freeze, as if a sudden frost descended upon them.

The light, both natural and magical, dims, shadows lengthen and a doorway appears in front of those who inadvertently conjured the plu-nar. Beyond the door lie formless grey shadows that seem to mark a road or path that winds through a darker mass. Next, a figure appears, standing in the door. It has no face nor true form but bears the mark of familiarity to all who see it. It seems to be suffering, stricken with doubt and fear, and calling for aid.

Madness of chaos. This is the plu-nar, a madness of chaos. It has no form or shape and only materializes in the wake of fear, taking the shape of a nightmarish dream. The plu-nar is mindless and radiates no evil or chaos, intelligence, or will. It simply exists, a sliver of chaos unleashed. Upon manifesting it creates a limitless pocket dimension behind it, like a portal to another realm. Those who cannot overcome it are drawn into the dimensional space and trapped there. The plu nar does not attack any who stand beyond the door, but those drawn within the dimension are immediately subject to its clawed attacks. It attacks aggressively.

Within the dimensional space the shadow becomes a nightmare blocking the exit to the material world which is plain to see beyond the doorway. But the shadow of a man that seemed somewhat familiar is now a twisted thing, long and lanky with claws that seem to have no end and a wicked empty grin. It is a stain upon the shadows and faces any within the pocket dimension. This is the manifestation of mindless fear and it eats at whoever lies within its realm.

Lost in the Gray Waste. Once one overcomes the shadow of fear and they slay it, their body, battered but alive, stumbles out of the dimension and it fades into nothingness. For those who flee deeper into the dimension, the path darkens and twists, turning in on itself, cursed to wander the trackless wastes of their own fear until rescued through some outside intervention such as a wish spell. For those who die in the dimension, their souls emerge the Gray Waste of Gehenna, lost and without purpose.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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