Flayed Horror
This was once some humanoid creature, but its species is impossible to determine now. Its flesh has been flayed from tis body, leaving behind nothing but muscle and bones. Lidless eyes glare at you, a pair of dull orbs filled with hate. Long claws of fleshless bone reach towards you, as if the creature intends to take your own skin for itself.
Many undead are created through the necromantic arts, but some originate spontaneously, spawned by the terrible pain and horror that accompanied their final moments of life. While only those skilled in the darkest paths of magic know for certain, it’s likely the undead known as flayed horrors are of the latter variety. These solitary horrors were likely victims of torture that arose as undead once their tormentors had finished their not-so-gentle ministrations.
Flayed horrors lurch about with their muscles and skeletons exposed, suffering an unending pain that only exacerbates their hatred for the necromancers, but are sometimes encountered alone in the dungeon depths. A flayed horror’s hatred for the living is so strong that it can resist even the divine power of priests to drive it away.
Occasionally, a flayed horror will skin its victim and wear the unfortunate’s skin as their own. This stolen skin quickly rots, giving the flayed horror the appearance of a zombie of the murdered victim. Only when it is attacked and the rotting flesh slough off is the undead creature’s true identity revealed.
Flayed Horror
Medium Undead, Typically Lawful Evil
AC 12
Hit Points: 19 (3d8+6)
Speed 30ft
Str 14 (+2), Dex 15 (+2), Con 15 (+2), Int 13 (+1), Wis 14 (+2), Cha 7 (-2)
Skills: Perception +4, Stealth +4
Damage Immunities: Poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: Darkvision 60ft, passive perception 14
Languages: any language it knew in life.
Challenge 1/2 (100xp), Proficiency bonus +2
Turning Resistance: the flayed horror has advantage on saving throws against effects that turn undead.
Unusual nature: the flayed horror doesn’t require air, food, drink, or sleep.
Bite: Melee Weapon Attack +4 to hit, reach 5ft, one target. Hit: 5 (1d6+2) piercing damage, and the target is grappled (escape dc 12).
Flay: a grappled creature is partially flayed by the horror’s wicked claws. The target takes 14 (4d6) slashing damage and must succeed on a dc 12 Constitution saving throw or be stunned until the end of its next turn due to excruciating pain.