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Disturbling

Disturbling
Medium aberration, chaotic evil

Armor Class 13
Hit Points 111 (44d8 - 88)
Speed 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 7 (-2) 11 (+0) 13 (+1) 18 (+4)

Skills Stealth +7
Senses blindsight 60 ft., passive Perception 11
Languages Deep Speech, Undercommon,
telepathy 120 ft.
Challenge 9 (5,000 XP)

Aura of Unease. Each creature within 100 feet of


the disturbling is aware of the presence of
something unnatural and can't gain any benefit
from short rests.
   Additionally, any frightened creature within the
aura has its speed halved, and cannot gain any
benefit from long rests.
Invisible. The disturbling is invisible.

Actions
Multiattack. The disturbling makes two attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit 13 (3d6 + 3) slashing damage.
Feast. Ranged Spell Attack: +8 to hit, range 30 ft., The disturbling are underdark persistence hunters that
one creature. Hit 13 (2d8 + 4) necrotic damage. sow fear and sleepless nights among their prey. It is
If the target is frightened, the disturbling gains hit believed that the disturbling feeds on fear, and
points equal to the damage dealt. subsequently doesn't need to kill its prey for sustenance,
Paranoia. One creature the disturbling can see which means that the slow exhaustion and gradual insanity
within 60 feet of it must succeed on a DC 15 of its prey is done for sport, or the disturbling's own
Wisdom saving throw or become frightened of all gratification.
other creatures for 24 hours. If the creature ends Frightfully Uninformed. Very little is known about the
its turn in a location where it doesn't have line of disturblings appearance or their biology, since they are
sight to any other creature, it can repeat the invisible, and can feed without killing, sometimes the only
saving throw, ending the effect on itself on a evidence a disturbling has been present is the lingering
success. sense of fear and restlessness.
Terror (Recharge 6). Each frightened creature Light and Dark. Rumours of disturblings are spread
within 60 feet of the disturbling must make a DC wide across the land, encounters in day and night,
15 Wisdom saving throw as their minds are filled perpetuating the stories that these hidden predators do not
with terrifying images. have the same aversion to sunlight as other dwellers of the
   On a failed save, a creature takes 27 (5d10) underdark.
psychic damage and is paralyzed until the end of The Dead May Rest. One common story of disturblings
the disturbling's next turn. is that they stalk groups of travellers for weeks or months,
   On a successful save, a creature takes half as targeting and picking off the young or the infirm, while
much damage, and is immune to the disturbling's plaguing the rest of the travellers with fear and nightmares.
terror for 24 hours. While not the first instance of this phenomena, it is
Reactions believed that this practice of the disturblings lead to the
coining of the term "survivor's guilt".
Spreading Suspicion. If a target of the disturbling's
paranoia successfully saves against it, the
disturbling can immediately change the target of
the effect to two other creatures within 30 feet
of the original target.
Created by
u/1d6Adventurers for
/r/MonsteraDay
Artwork: "Transgress the Mind MtG Art" by
Cynthia Sheppard

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