Hellcrown

CREATURE 1

uncommon le tiny undead 

Perception +10; darkvision

Languages Common

Skills Intimidation +8, Stealth +7

Str -2 Dex +4 Con +3 Int -1 Wis +1 Cha +1

AC  16; Fort +4, Ref +6, Will +10

HP 20, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious

Speed fly 25 feet

Ranged [>] nail +9 (range increment 20 feet), Damage 1d4+2 piercing plus bleeding nail

Bleeding Nail If the hellcrown hits with a nail Strike, the target must attempt a DC 16 Fortitude save. On a failure, the nail is embedded in the creature, making it enfeebled 1 for 1 minute and giving it 1 persistent bleed damage (enfeebled 2 and 1d4 persistent bleed damage on a critical failure). Each additional embedded nail increases the enfeebled value by 1 (to a maximum of enfeebled 4) and the bleed damage by 1. A creature can remove a nail with an Interact action to reduce the enfeeblement and amount of bleed damage. Pulling out the last nail removes both conditions.

Terrifying Stare [>] (fear, mental, visual) All creatures that can see the hellcrown and are suffering from its bleeding nail must attempt a DC 16 Will saving throw. A creature that fails is frightened 1, and on a critical failure becomes fleeing for as long as it's frightened. Any creature that attempts a save is then temporarily immune for 10 minutes.

AoA1, page 90.

Open Hellcrown in the interactive creatures list or browse all creatures starting with H.