Huge monstrosity
- Armor Class
- 15 (natural armor), 17 (Aberrant Armor Only)
- Hit Points
- 95 (10d10 + 40)
- Speed
- 40 ft.
- Challenge
- 8 (3,900 XP)
- Saving Throws
- Con +7, Wis +5
- Skills
- Perception +5
- Senses
- darkvision 60 ft., passive Perception 15
Traits
When created, the horror's body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits in this stat block.
The horror can move through any opening at least 1 inch wide without squeezing.
Any creature that touches the horror or hits it with a melee attack takes 5 (1d10) acid damage.
The horror can move through the space of another creature. The first time on a turn that the horror enters a creature's space during this move, the creature must succeed on a DC 16 Strength saving throw or be knocked prone.
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of multiple tables conflict, chose your preferred result.
The results of these tables are meant to be broad, so feel free to describe the details of an unspeakable horror's form and the interplay between its parts however you desire. The more discordant and unexpected a horror's parts, the more unsettling it might be.
Body Composition
| d4 | Body |
|---|---|
| 1 | Aberrant ArmorThe horror's body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an exoskeleton. |
| 2 | Loathsome LimbsThe horror's body boasts spider like legs, many-jointed appendages, or thrashing tentacles. |
| 3 | Malleable MassThe horror's body is composed of a clot of boneless flesh, shadowy tendrils, or mist. |
| 4 | Oozing OrgansThe horror's body boasts exposed entrails, bloated parasites, or a gelatinous shroud, perhaps because it is inside out. |
Hex Blast
| d4 | Hex |
|---|---|
| 1 | Beguiling Hex 5The horror expels a wave of mind-altering magic. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw, taking 33 (6d10) psychic damage and being incapacitated until the end of the creature's next turn on a failed save, or taking half as much damage on a successful one. |
| 2 | Bile Hex 5The horror expels acidic bile in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw or be covered in bile. A creature covered in bile takes 31 (7d8) acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash off the bile that covers it. |
| 3 | Petrifying Hex 5The horror expels petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. |
| 4 | Reality-Stealing Hex 5The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8) psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn. |
Limbs
| d4 | Attack |
|---|---|
| 1 | Bone BladeThe horror's limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times, instead of twice. |
| 2 | Corrosive PseudopodThe horror's limb attack deals an extra 9 (2d8) acid damage. |
| 3 | |
| 4 | Poisonous LimbThe horror's limb deals piercing damage instead of bludgeoning damage. In addition, when the horror hits a creature with this limb, the creature must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn. |
Actions
The horror makes two Limbs attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12) necrotic damage on a failed save, or half as much damage on a successful one.