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Aberrant Bat

Gifted with malicious intelligence, aberrant bats take


joy in terrifying their victims. When the Great Beast’s
hordes fall upon a village, the bats hang from the trees
and shriek in delight at the carnage.

Echolocation. The aberrant bat can’t use its blindsight while


Aberrant Bat deafened.
Medium aberration, chaotic evil Many Eyes. The aberrant bat has advantage on Wisdom
(Perception) checks.
Armor Class 13 (natural armor)
Actions
Hit Points 27 (5d8 + 5)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Speed 20 ft., fly 60 ft.
Hit: 9 (2d6 + 2) piercing damage.

STR DEX CON INT WIS CHA Shriek (1/Day). The aberrant bat releases a terrifying shriek.
This shriek has no effect on aberrations. All other creatures within
14 (+2) 15 (+2) 13 (+1) 6 (−2) 14 (+2) 7 (-2)
60 feet that can hear it must make a DC 13 Wisdom saving throw.
On a failure, a creature takes 14 (4d6) psychic damage is frightened
Skills Perception +4, Stealth +4
for 1 minute. A creature can repeat the saving throw at the end
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 14 of each of its turns, ending the effect on itself on a success. If a
Languages — creature’s saving throw is successful or the effect ends for it,
Challenge 2 (450 XP) Proficiency Bonus +2 the creature is immune to the shriek of all aberrant bats for the
next 24 hours.

Designer: Ben Byrne Illustration: Suzanne Helmigh

Grim Hollow © 2023 Ghostfire Gaming Pty Ltd. All rights reserved.
Aberrant Bear
Aberrant bears are inured to pain and have little sense
of self-preservation. Though difficult to kill, they must
be slain quickly to mitigate their rampage.

Aberrant Bear
Large Aberration, Unaligned

Armor Class 14 (natural armor)


Hit Points 57 (6d10 + 24)
Speed 20 ft., climb 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 18 (+4) 2 (−4) 15 (+3) 7 (−2)

Damage Resistances acid, cold, fire, lightning, necrotic, poison,


thunder; bludgeoning, piercing, and slashing from nonmagical
attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 15
Languages —
Challenge 3 (700 XP) Proficiency Bonus +2

Frenzy. The aberrant bear can make a Claw attack as a bonus action
if it has fewer than half its hit points.
Many Eyes. The aberrant bear has advantage on Wisdom
(Perception) checks.

Actions
Multiattack. The aberrant bear makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 +5) slashing damage.

Designer: Ben Byrne Illustration: Suzanne Helmigh

Grim Hollow © 2023 Ghostfire Gaming Pty Ltd. All rights reserved.
Aberrant Elk
Elk are symbols of proud nobility in the Bürach Empire,
especially to the Unterfolk. It breaks the spirit to hear the
whispers of one corrupted by the Great Beast.

Aberrant Elk
Large Aberration, Unaligned

Armor Class 12 (natural armor)


Hit Points 39 (6d10 + 6)
Speed 60 ft.

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 13 (+1) 4 (−3) 12 (+1) 6 (-2)

Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2

Charge. If the aberrant elk moves at least 20 feet straight toward


a target and then hits it with a ram attack on the same turn, the
target takes an extra 7 (2d6) damage. If the target is a creature,
it must succeed on a DC 14 Strength saving throw or be knocked
prone.
Strange Whispers. Each creature that starts its turn with 30 feet
of the aberrant elk hears strange whispers and must succeed a
DC 11 Charisma saving throw. On a failure, the whispers become
overwhelming, and the creature can’t take
reactions for 1 minute. During that time they have
disadvantage on attack rolls and ability checks,
and cannot concentrate on spells. A creature
can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends
for it, the creature is immune to all aberrant elks Strange
Whispers for the next 24 hours.

Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone
creature. Hit: 16 (3d8 + 3) bludgeoning damage.

Designer: Ben Byrne Illustration: Ona Kristensen & Suzanne Helmigh

Grim Hollow © 2023 Ghostfire Gaming Pty Ltd. All rights reserved.
Aberrant Wolf
Wolves aberrated by the Beast’s presence become
manic and cruel. Their only instinct is violence,
neglecting to even eat the poor victims they
shred with their many teeth.

Aberrant Wolf
Many Eyes. The aberrant wolf has advantage on Wisdom
Medium aberration, unaligned
(Perception) checks.
Pack Tactics. The aberrant wolf has advantage on attack rolls
Armor Class 14 (natural armor)
against a creature if at least one of the wolf’s allies is within
Hit Points 16 (3d8 + 3) 5 feet of the creature and the ally isn’t incapacitated.
Speed 40 ft.
Actions
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
13 (+1) 15 (+2) 13 (+1) 4 (−3) 14 (+2) 5 (−3) Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.
Skills Perception +4, Stealth +6
Bonus Actions
Senses darkvision 60 ft., passive Perception 14
Many Teeth. The aberrant wolf makes a Bite attack against a
Languages —
creature that is prone.
Challenge 1/2 (100 XP) Proficiency Bonus +2

Designer: Ben Byrne Illustration: Suzanne Helmigh

Grim Hollow © 2023 Ghostfire Gaming Pty Ltd. All rights reserved.

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