Huge monstrosity, Chaotic Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 126 (12d12 + 48) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 13 (+1) | 19 (+4) | 3 (-4) | 14 (+2) | 17 (+3) |
| Saving Throws | Con +7, Wis +5 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; cold; necrotic; poison |
| Damage Immunities | — |
| Condition Immunities | frightened; grappled; prone; restrained |
| Senses | Truesight 60 ft., passive Perception 12 |
| Languages | — |
| Challenge | 8 |
Attack rolls against the horror have Disadvantage. This trait is suppressed while the horror has the Incapacitated condition.
The horror regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Points.
The horror radiates an aura in a 15-foot Emanation [Area of Effect] while it doesn't have the Incapacitated condition. wis DC 15, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn. While Frightened in this way, the target has the Paralyzed condition. Success: The target is immune to this horror's aura for 24 hours.
The horror makes three Phantasmic Assault attacks.
Melee or Ranged Attack Roll: +8, reach 5 ft. or range 60 ft. Hit: 14 (4d6) Cold, Necrotic, Poison, or Psychic damage (horror's choice).
Trigger: A creature the horror can see within 120 feet of itself takes the Study action or makes a Constitution saving throw to maintain Concentration. dwis DC 15, the triggering creature. Failure: 7 (2d6) Psychic damage, and the target has the Stunned condition until the end of its next turn.
Huge monstrosity, Unaligned
| Armor Class | 15 (natural armor), 17 (Aberrant Armor Only) |
|---|---|
| Hit Points | 95 (10d10 + 40) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 13 (+1) | 19 (+4) | 3 (-4) | 14 (+2) | 17 (+3) |
| Saving Throws | Con +7, Wis +5 |
|---|---|
| Skills | Perception +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 15 |
| Languages | — |
| Challenge | 8 |
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.
The horror makes two Limbs attacks.
Melee Attack Roll: +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.