Spiny Horror

Tiny beast, unaligned

Armor Class 12 (unarmored)
Hit Points 3 (1d4 – 1)
Speed 30 ft., climb 20 ft., swim 15 ft.

STR DEX CON INT WIS CHA
8 (–1) 14 (+2) 8 (–1) 2 (–4) 10 (+0) 6 (–3)

Skills Acrobatics +4, Athletics +1
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 1/4 (50 XP)

SPECIAL TRAITS

  • Latching Pounce. If the spiny horror moves at least 20 feet straight toward a creature and then hits with a Spine attack on the same turn, that target must succeed on a DC 12 Dexterity saving throw or the spiny horror latches on. While latched onto a target, the spiny horror can make one Bite attack against it as a bonus action. The spiny horror moves with the target and cannot remove itself. The target creature or an adjacent ally can make a successful DC 12 Strength check to remove the spiny horror.

ACTIONS

  • Multiattack. The spiny horror makes one Bite attack and four Spine attacks.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Spine. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d4 – 1) piercing damage.

ABOUT

Spiny horrors are dark-furred animals weighing approximately five pounds, with a large number of long, jointed spines protruding from their bodies. They are predators, jumping to the attack. They cluster like large bats. Because of the spines, spiny horrors at first glance are often mistaken for large spiders. When attacking, a spiny horror digs its spines into its prey and bites with its small, sharp teeth. Spiny horrors are normally found in subterranean areas; however, packs occasionally find their way into cities, where they can become a serious menace with their ability to reproduce quickly.

Section 15: Copyright Notice

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

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