Silaal

Large aberration, neutral evil

Armor Class 17 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 15 (+2) 18 (+4) 18 (+4) 18 (+4)

Skills Arcana +8, Deception +8, Insight +8, Intimidation +8, Investigation +8, Medicine +8, Survival +8
Damage Resistances cold, fire
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 14
Languages understands Aklo, Common, but can’t speak; telepathy 120 ft.
Challenge 10 (5,900 XP)

SPECIAL TRAITS

ACTIONS

  • Multiattack. The silaal makes two Kukri attacks.
  • Kukri. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target is a creature that isn’t an undead or construct and it isn’t already bleeding profusely, the target must make a DC 15 Constitution saving throw. On a failed saving throw, the target begins bleeding profusely. At the beginning of each of its turns, the target’s maximum hit points are reduced by 18 (4d8). The target continues to bleed profusely until the target’s maximum hit points reach 0 and it dies. The target can repeat the saving throw at the end of each of its turns, or the target or another creature can use its action to make a DC 15 Wisdom (Medicine) check to staunch the bleeding, ending the effect on a success. Lost hit points return when the target takes a long rest.

ABOUT

Silaal torturers are crimson-clad creatures that were originally of genie stock. At some point in their history they were captured by the n’gathau and taken to the Plane of Agony, where they were changed into their current form before being released back into the planes of existence. Standing 8ft tall, these beings are lithe and slender under their voluminous robes. Their eyes glow an odd violet in the darkness and their surgeon-like fingers end in long, sharp claws. Their faces are veiled under black turbans, and they wear serrated blades at their belts. They are rarely seen outside of the minarets of the City of Brass, but those who have encountered them say that they have no mouth or ears under their veiled turbans and communicate via telepathy; they know the thoughts of any with whom they make eye contact.

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Tome of Horrors 2020, (C) 2020, Necromancer Games

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