GH Ab Monsters
GH Ab Monsters
GH Ab Monsters
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.
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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
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.
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
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2
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.
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
Grim Hollow © 2023 Ghostfire Gaming Pty Ltd. All rights reserved.