Large aberration, neutral evil
Armor Class 13
Hit Points 120 (l6dl0 + 32)
Speed 40 ft.
STR
12 (+l)
DEX
16 (+3)
CON
14 (+2)
Skills Perception +7, Stealth +11
Damage Vulnerabilities radiant
Condition Immunities frightened
INT
2 (- 4)
WIS
17 (+3)
Senses darkvision 120 ft., passive Percepti on 17
languages-
Challenge 9 (5, 000 XP)
CHA
18 (+4)
Incorporeal Movement. The horror can move through other
creatures and objects as if they were difficult terrain. It takes S
( l dlO) force damage if it ends its turn inside an object.
Shadow Stealth. While in dim light or darkness, the horror can
take the Hide action as a bonus action.
Shadow Stride. As a bonus action, the horror can st ep into a
shadow within S feet of it and magically appear in an unoccu-
pied space within S feet of a second shadow that is up to 60
feet away. Both shadows must be cast by a Small or larger crea-
ture or object.
Sunlight Sensitivity. While in sunlight, the horror has d isadvan-
tage on attack rolls and on Wisdom (Perception) checks that
rely on sight.
ACTIONS
Multiattack. The horror makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach S ft., one target. Hit:
21 (4d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (3d6 + 3) slashing damage, and the target must succeed
on a DC 16 Wisdom saving throw or be frightened of the horror
until the end of the target's next turn.
Lashing Shadows (Recharge 5- 6 ). Each creature within 60 feet
of the horror, except other horrors, must succeed on a DC 16
Dexterity saving throw or take 27 (6d8) necrotic damage.
Huge aberration, neutral evil
Armor Class 17 (natural armor)
Hit Points 228 (2 4 dl2 + 72)
Speed 40 ft., climb 40 ft.
STR
22 (+6)
DEX
16 (+3)
CON
17 (+3)
Skills Perception +7, Stealth +8
Damage Vulnerabilities radiant
Condition Immunities frightened
INT
2 (-4)
WIS
14 (+2)
Senses darkvision 120 ft., passive Perception 17
Languages-
Challenge 15 (13,000 XP)
CHA
18 (+4)
Spider Climb. The horror can climb difficult surfaces, includ-
ing upside down on ceilings, without needing to make an
ability check.
Sunlight S ensitivity. While in sunlight, the horror has disadvan-
tage on attack rolls and on Wisdom (Perception) checks that
rely on sight.
ACTIONS
Multiattack. The horror can use its Maddening Presence and
make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Atiack: + 11 to hi t, reach 10 ft., one target.
Hit: 28 (4dl0 + 6) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft .. one target.
Hit: 24 (4d8 + 6) slashing damage.
Maddening Presence. The horror targets one creature it can
see within 30 feet of it. If the target can see or hear the horror,
the target must make a DC 17 Wisdom saving throw. On a
failed saving throw, the target becomes paralyzed until the end
of its next turn. If a creature's saving throw is successful, the
creature is immune to the horror's Maddening Presence for the
next 24 hours.
llAfT R