Hunting Horror CR 16
Flowing down directly from the sky, like black lightning, this wormlike creature appears before you, reeking of ancient rot. From between its armored plates seeps a grotesque mucus falling constantly like an unholy rain. Its many eyes stare at you with vile hatred.
AC 32, touch 16, flat-footed 24 (+7 Dex, +1 dodge, +16 natural, –2 size)
hp 237 (19d8+152); fast healing 10
Fort +14, Ref +15, Will +19
Defensive Abilities amorphous; DR 10/—; Immune cold, electricity, mind-affecting effects; SR 27
Weaknesses sunlight powerlessness
Speed 40 ft., fly 80 ft. (perfect)
Melee bite +26 (6d8+14/19–20 plus grab), tail slap +24 (4d6+7 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tail slap)
Special Attacks constrict (4d6+14), fast swallow, swallow whole (4d6 acid and 4d6 bludgeoning damage, AC 18, 23 hp), telepathic assault
Spell-Like Abilities (CL 15th; concentration +22)
Str 38, Dex 25, Con 27, Int 19, Wis 26, Cha 24
Base Atk +14; CMB +30; CMD 48 (can’t be tripped)
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Snatch, Vital Strike
Skills Acrobatics +29, Fly +33, Knowledge (geography) +23, Knowledge (planes) +23, Profession (Yog-Sothothery philosopher) +26, Perception +30, Stealth +21, Survival +30
Languages Aklo; telepathy 300 ft.
SQ shared consciousness
A hunting horror’s “flesh” constantly weeps thick foul mucus, seemingly melting off its serpentine frame as swiftly as it rebuilds and restores its shape. When a hunting horror lands on a surface, the mucus swiftly spreads out in a ten-foot radius around the creature and hardens into a thick mud-like consistency. This area is treated as difficult terrain by all save hunting horrors.
Each round a creature other than a hunting horror begins its turn within this area, it must make a successful DC 27 Reflex save or become entangled for as long as it remains within the area. The save DC is Constitution-based.
All hunting horrors are branches of the same immense organism that has spread throughout several dimensions across the reaches of space, and anything one hunting horror experiences is experienced by all. When multiple hunting horrors are encountered, none of them are considered flat-footed unless all of them are.
Swallow Whole (Ex)
A hunting horror’s body constantly reforms and repairs itself. The hole created when a creature cuts its way out of a hunting horror instantly seals as soon as the escaping creature exits.
Telepathic Assault (Su)
As it attacks, a hunting horror bombards its prey’s consciousness with its mind, sending grisly and horrific images into the victim’s thoughts in an attempt to undermine the potential meal’s defenses and to flavor the flesh with the tang of fear and despair.
Whenever a hunting horror attacks a creature, regardless of whether the attack successfully hits or not, that creature must make a successful DC 26 Will save or be staggered for 1 round by despair and horror at the images projected by the hunting horror. An already staggered creature that fails this saving throw is also stunned for 1 round. This is a mind-affecting fear effect.
The save DC is Charisma-based.
Organization solitary, pair, or pack (3–5)
Hunting horrors flow down directly from the sky like black lightning. They are very large, and their serpentine bodies act like tentacles to grip victims while their mouths grow impossibly wide to swallow foes whole. An individual hunting horror usually has a wingspan of 20+ feet, and an even longer body length.
It weighs from 3000–6000 pounds, and could never fly if it was restricted to normal laws of physics.
Their flesh secretes a mucus so rapidly that it constantly drips off as if the hunting horror were falling apart. After sloughing off, the thick piles of mucus begin to harden, becoming like mud. It is possible to slowly plod through it, but not swim in it like water.
The mucus begins to pile up during a fight, eventually covering the horror’s prey and holding them in place so they cannot escape when the horror swallows them whole.
Hunting horrors speak to their prey mentally.
To them it is playing with their food. They send fantastically horrible images to the minds of those they are going to swallow.
Hunting horrors are all a branch of the same immense organism that spans great reaches of space. They are each the nerves and nerve endings of this being. This is how they can appear instantly and avoid sunlight. The creature as a whole is practically a Great Old One in terms of power.
Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.