Huge aberration, neutral evil
- Armor Class
- 13
- Hit Points
- 170 (20d12 + 40)
- Speed
- 40 ft.
- Challenge
- 12 (8,400 XP)
- Skills
- Stealth +11, Perception +7
- Damage Vulnerabilities
- radiant
- Condition Immunities
- frightened
- Senses
- darkvision 120 ft., passive Perception 17
Traits
The horror can move through other creatures and objects as if they were 3. It takes 5 (1d10) force damage if it ends its turn inside an object.
If the horror fails a saving throw, it can choose to succeed instead.
While in dim light or darkness, the horror can take the Hide action as a bonus action.
As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Medium or larger creature or object.
While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Actions
The horror makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 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.
Each creature within 60 feet of the horror, except other horrors, must succeed on a DC 16 Dexterity saving throw or take 36 (8d8) necrotic damage.
Legendary Actions
The horror makes a weapon attack.
The horror moves up to 20 feet without provoking opportunity attacks.
The horror targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of horror's next turn.