Homebrew
The Meat Hooked CR: 7
Medium humanoid, any neutral
Armor Class: 15 (Natural Armor)
Hit Points: 80 (10d10+5)
Speed:
30 ft
Saving Throws: STR +4, DEX +4, CON +7
Skills: Acrobatics +4, Athletics +4, Perception +0
Damage Vulnerabilities: Acid
Damage Resistances: Bludgeoning, Piercing, and Slashing from Magical Attacks
Damage Immunities: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses: Darkvision. 60ft
Passive Perception. 10
Languages: Common, Dwarvish, and Elvish; but cannot speak as their tongue has been removed
Challenge Rating: 7
Evasion. When the Meat Hooked is subjected to an effect that requires it to make a Dexterity saving throw to take only half damage, instead it takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Hysterical Strength. When the Meat Hooked has less than half its hit points remaining (less than 40). Its Strength becomes 20 (+5).
Adrenal High. When the Meat Hooked is hit by a nonmagical melee weapon that deals bludgeoning, piercing, or slashing damage. Then what it would've taken in damage instead becomes temporary hit points for the Meat Hooked.
Actions
Multiattack. The Meat Hooked makes either two Hook attacks, two Javelin attacks, or one Hook and one Javelin attack.
Hook. Melee Weapon Attack. +4 to hit, reach 5ft., one target. Hit 6 (1d6+2) Piercing damage.
Hook. Thrown Weapon Attack. +4 to hit, range 20/60 ft., one target. Hit 6 (1d6+2) Piercing damage. On hit target makes a STR Saving Throw (DC 15), on a fail target is pulled 10ft closer to the Meat Hooked.
Javelin. Melee Weapon Attack. +4 to hit, reach 5ft., one target. Hit 6 (1d6+2) Piercing damage.
Javelin. Thrown Weapon Attack. +4 to hit, range 30/120 ft., one target. Hit 6 (1d6+2) Piercing damage.
Flesh flayed, eyes lidless, mind broken, and soul lacking; the Meat Hooked are victims of fiendish or eldritch cults or they may be the cultists themselves. Though they appear to be undead in nature or constructs of flesh with their own skin worn like clothing about them, they are very much still alive in a physical sense of the term. Any sense of sanity, sentience, or consciousness is lost from these beings. They seek not sustenance nor shelter, but only the pleasure brought about from physical pain. Clubs, knives, and whips are instruments of joy upon them; and the only cure for their condition is freedom that death provides. Though only death through more magical or at least unorthodox means is the only way to put these wretches to rest, such as spells or enchanted weaponry.
Suggested Environments
Underdark, Urban