str15+2
dex17+3
con14+2
int6-2
wis11+0
cha10+0
Armor Class: 15 (studded leather)
Hit Points: 130 (20d8 + 40)
Speed: 30 ft., climb 30ft.
Skills: Deception +3, Insight +3, Stealth +6
Damage Resistances: Necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exaustion, Frightened, Poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: The hannibal knows the languages of any creature whose brain it has consumed.
Challenge Rating: 6 (2,300 XP)

Features

Spellcasting. The hannibal is a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks. In both cases you need to add the hannibals current Intelligence modifier to the number). The hannibal has the following spells prepared:

Cantrips (at will): Chill Touch, Friends, Minor Illusion, Thaumaturgy
1st level (4 slots): Sleep, Disguise Self, Charm Person, Silent Image
2nd level (3 slots): Alter Self, Hold Person, Knock, Suggestion, Invisibility, Nystul's Magic Aura
3nd level (3 slots): Hypnotic Pattern, Gaseous Form,
4th level (3 slots): Blight, Greater Invisibility, Phantasmal Killer
5th level (1 slots): Modify Memory, Dream

The hannibal can only cast spells of a level equal to its Intelligence, and can only cast cantrips once it's intelligence has reached 10.
Surprising. The hannibal has advantage on any attack rolls it makes during the first round of a combat, and other creatures have disadvantage on saving throws caused by the hannibal on the first round of combat.
Spider Climb. The hannibal can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sentiant Tongue. When the hannibal is reduced to 0 hit points, it’s tongue will fall out of it’s mouth, and will attempt to escape. The tongue has the statistics of the Poisonous Snake, however the snakes Bite action is replaced with the hannibals Stinger action. The tongue will try to possess a dead creature, and slowly change it into a new hannibal.
Turn Immunity. The hannibal is immune to effects that turn undead.

Actions

Multiattack. The hannibal makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.
Pre Digestion. The hannibal vomits potent stomach acids in a 15 foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage and becomes partly digested for 1 hour on a failed save.
Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) piercing damage, and the target must make a DC 13 Constitution saving throw. On a failed save, the creature becomes paralyzed, and can repeat this saving throw at the end of its turn, ending this effect on a success.
Consume Brain. The hannibal attempt to consume the brain of a creature within 10 feet of itself. The target must be incapacitate or dead, and the creature must be partly digested. The target creature must make a DC 13 Constitution saving throw. On a failed save the target takes 33 (6d10) bludgeoning damage, and if the target it reduced to 0, it’s brain is removed and it dies. When the brain is removed with this action the hannibal gains a plus 2 bonus to its Intelligence, to a maximum of 20. If the target is dead or has 0 hit points, it automatically fails this saving throw.

Hannibal Lore

The hannibal is a mysterious undead creature that hides amongst communities within plain sight. It integrates into society and tries to stay undetected, first by staying away from others, and later by contributing to and improving the community once it has gained greater intelligence by consuming the brains of the creatures within the community.

Community Contributions. At first a hannibal tries to stay out of the way, and only interact with others where needed, else it might reveal its true nature to those around it. However, as it consumes the brains of others, it gains intelligence and with it confidence. The hannibal will seek positions of power and leadership in some way. Sometimes the hannibal will enter public office or lead the hunt from the community to find itself. In this way, the hannibal can actively work to mislead the community further, and when forced, will go after and consume the brains of those who begin to suspect it.

Parasitic Nature. A hannibal is formed when the tongue of a previous hannibal enters the corpse of a medium or small creature and takes control of the system by reanimating the body. After being reanimated the creature is completely indistinguishable from it’s living self, at least visually. The reanimated corpse keeps none of its memories from its past life. Once the hannibal dies, the tongue will detach and attempt to find a new suitable host.

Anatomy of the Stinger. The hannibal has a ten foot long stinger. The retractable stinger is hidden within the tongue. The creature’s tongue looks identical to a normal humanoid tongue when not in active use as a stinger. When the stinger is utilized, the bottom jaw of the hannibal unhinges much like that of a snake. The stinger itself is a long pink muscular appendage with two claws on top and one claw on the bottom. Between these claws is a circular mouth where the acid is spit out from the stringer. While deployed the hannibal is incapable of speaking or spellcasting that requires verbal components.

Thief of Memories. When a hannibal consumes the brain of a creature it gains access to its surface memories. The hannibal gains access to all information that the creature would freely share with a casual acquaintance. Information includes general details on its background and personal life, but does not include secrets. The information is enough that the hannibal can pass itself off as the creature by drawing on its memories.

Undead Nature. A zombie doesn’t require air, food, drink, or sleep.

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