Medium Monstrosity, Unaligned
Armor Class 21 Natural Armor
Hit Points 750 (60d8 + 480)
Speed 240 ft., Climb 240 ft., Burrow 15 ft. (No more than 15 feet on a turn and does not decrease from other movement)
STR
22 (+6)
DEX
26 (+8)
CON
26 (+8)
INT
3 (-4)
WIS
18 (+4)
CHA
9 (-1)
Saving Throws STR +15, CON +17
Skills Perception +14, Stealth +18, Survival +14
Damage Vulnerabilities Fire, Psychic, Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed
Senses Blindsight 5ft. (Blind beyond radius or if Deafened), Passive Perception 24
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Acute Hearing. The Blind Horror exhibits extreme hearing as long as it is not Deafened.
It can detect quiet noises within a radius of 60 feet, and louder noises within a radius of 500 feet. Extreme noises can be heard from up to a mile away, or any defined audible range.
Quiet noises are noises such as twigs snapping leaves brustling, some footsteps, and gasps.
Loud noises are noises such as armor clanging, heavy footsteps, grunts, and talking.
A creature can move quietly enough by moving no more than half their speed, or by succeeding on a DC 15 Dexterity (Stealth) check. A creature wearing armor that applies stealth disadvantage automatically makes loud noise whenever it moves or takes an action or bonus action, unless it is under the effects of any magic that helps to conceal its presence, such as Pass Without Trace.
If the Blind Horror takes Thunder damage, it must make a Constitution saving throw with a DC equal to the amount of Thunder damage taken. On a failed save, it is Deafened for 1 minute. The Blind Horror can repeat the saving throw at the end of each of its turns.

Ambusher. If a creature was unaware of the Blind Horrors exact location and at least 30 feet away from it at the start of the Blind Horror's turn, the Blind Horror has advantage on attack rolls made against that creature until the end of the turn.
The Blind Horror specially has a Passive Stealth score of 15.

Wanderer. At the end of another creatures turn, the Blind Horror can move up to 10 feet. The Blind Horror can use this trait up to 3 times, and regains all uses at the start of its turn.

Lair-Bound. The Blind Horror does not venture further than 1 mile from its lair.

Nocturnal. The Blind Horror suffers from a sensory overload in sunlight, unable to detect or sense, and slumbers in its lair in the daytime.

Escape (Recharges after a Long Rest). If the Blind Horror is reduced to 0 hit points but not killed outright, it instead drops to 1 hit point and moves up to 3 times its speed without provoking opportunity attacks.

Regeneration. The Blind Horror regenerates 2d6 hit points at the start of each of its turns. If the Blind Horror takes fire damage, this trait doesn't function at the start of the Blind Horrors next turn.

Fear of Fire. Whenever the Blind Horror takes fire damage, if it is able to, it must use its reaction to move up to its speed away from the source of the damage as it becomes frightened for 1 minute.

Night Hunter. The Blind Horror can take the Dash and Disengage actions as a bonus action, and while in dim light or darkness it can take the Hide action as a bonus action.

Actions

Hunting Echo. The Blind Horror lets out a hiss. At the end of its turn, it becomes aware of the current locations of every creature within 60 feet of it that isn't behind total cover.

Horrifying Shriek. The Blind Horror lets out a terrifying sound, a dissonant scream. All creatures that can hear within 60 feet of the Blind Horror must succeed on a DC 18 Wisdom saving throw or be Frightened of the Blind Horror until the end of its next turn. Any creature Frightened in this way lets out a Gasp as described in the Acute Hearing trait.

Multiattack. The Blind Horror makes four Slash attacks, and then one Gluttonize attack. If the Gluttonize attack misses, it makes another Gluttonize attack at the same target.

Slash. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 60 (12d8 + 6) Slashing damage.

Gluttonize. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 60 (10d10 + 6) Piercing damage. If the target is a creature and did not use a trait, ability, or feature to reduce the damage, it is grappled (escape DC 23) by the Blind Horror, and Restrained while grappled in this way. While the Blind Horror has a creature grappled in this way, it can use its action to deal another 56 (10d10 + 6) Piercing damage to it. Additionally, any damage dealt to the Blind Horror that isn't Psychic is split. The Blind Horror takes half of the damage, and the grappled creature takes the other half.

Reactions

Reactive Pounce. Whenever a creature hits the Blind Horror with an attack or starts casting a spell with a verbal component while within 60 feet, the Blind Horror can charge at it. The creature can use their reaction to make a Dexterity (Stealth) check contested against the Blind Horror's Wisdom (Perception) check. If it succeeds, the Blind Horror is misled and moves to a space at least 10 feet away from the creature and doing nothing more. If it failed or did not react, the Blind Horror moves directly towards the creature in a straight line, and takes the Multiattack action against the first creature it detects.

Lair and Lair Actions

The Blind Horror's Lair is a deep and complex cave system, with holes burrowed through it perfectly sized and notched for the creatures quick travels. There are larger cavern chambers inside, but meeting it in one of its tunnels spells doom.

In the Lair, there are many tunnels through the stone, leading from chambers to each other, a complex maze. A successful DC 20 Wisdom (Survival) check can allow a creature to find its way towards a desired chamber.
Travelling through the tunnels requires a DC 18 Intelligence check to remember the directions, or the creature can quickly become lost, not even remembering which of the many holes they just exited from.
A successful DC 18 Intelligence check can allow a creature to remember a path it took.

Lair Actions

On initiative count 20 (losing initiative ties), the Blind Horror takes a lair action to cause one of the following effects; the Blind Horror can’t use the same effect two rounds in a row:

  • Disturbing Growls. The Blind Horror lets out a deep growl, disturbing its prey as the sinister and dissonant grumble echoes throughout the cave system. All creatures within the Blind Horrors lair must succeed on a DC 18 Wisdom saving throw or be [cond]Frightened[/cond] by the Blind Horror until it takes its next lair action.
  • Hunting Echoes. The Blind Horror lets out an echolocating shriek. The Blind Horror immediately takes a turn, and is aware of the exact location of every creature within the cave system until the end of the turn.
  • Travels. The Blind Horror darts into the tunnel system, disappearing from its space. The Blind Horror leaves its space, lost in the tunnels, and chooses a space within 5 feet of a Tunnel mouth. The Blind Horror will appear there at the start of its next turn, and can choose to re-roll its Initiative check.
    A successful DC 25 Intelligence (Investigation) or Wisdom (Survival) check can allow a creature to determine where the Blind Horror will appear at the start of its turn.

Regional Effects

The region containing a legendary Blind Horror’s lair is a radius of 1 mile and 250 feet. Left eerily silent, despite the ambience, it is touched by the hunt which creates one or more of the following effects:

  • No creatures larger than Tiny are found naturally roaming the area as the region is left barren of any significant activity.
  • The area has an aura of dread and tension. Any sudden noises outside of obvious or expected situations can easily frighten a creature, which must succeed on a DC 14 Wisdom saving throw or be Frightened until the end of its next turn.

If the Blind Horror dies, these effects fade over the course of 4d6 days.

Monster Tags: monstrosity

Habitat: ForestUnderdark

G80GZT

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