Acidic Blood. Whenever the Horror takes damage every creature within 10 ft. of it takes 14 (4d6) acid damage.
Death Throes. If the horror is reduced to 0 hitpoints, roll a d6. On a result of 1 nothing happens and the horror expires, on a result of 2-5 the horror makes a single melee weapon attack against a target within range, on a result of 6 the horror gets to use multiattack normally and then dies.
Instinctive Behavior. The Horror relentlessly targets the most wounded opponent.
Legendary Resistance (3/day). If the horror fails a saving throw, it can choose to succeed instead.
Psychic Barrier. The horror has advantage on saving throws against spells and other magical effects.
Psychic Weapons. The horror’s weapon attacks are magical.
Shadow in the Warp. If an enemy spellcaster casts a spell within 90 ft. of the horror they must roll a d20. On a roll of 1, regardless of modifiers, that spell fails and the spell slot is expended.
Voracious Hunger. When the Horror reduces a creature to 0 hit points it gains temporary hit points equal to the hit point maximum of that creature. After the Horror does this, it can’t gain any additional temporary hit points, from any source, until the following dawn.
Multiattack. The Horror makes 4 attacks: one with its poisonous tongue, one with its ravenous maw, and two with its shoveling claws.
Psychic Scream (Recharge 6). The horror emits waves of devastating psychic energy. Every enemy creature within 60 feet of the horror suffers 42 (12d6) psychic damage and must succeed on a DC 19 Intelligence saving throw or become paralyzed until the end of their next turn.
Poisonous Tongue. Melee Weapon Attack: +15 to hit, reach 90 ft., one target. Hit: 22 (3d8 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 54 (12d8) poison damage and become poisoned for 1 hour on a failed save, or half as much damage on a successful one. A poisoned creature can repeat the saving throw at the end of its turn to end the effect.
Ravenous Maw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 28 (3d12 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the horror, if a creature was hit by either of the shoveling claw attacks, it makes the Dexterity save at disadvantage. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the horror, and it takes 14 (4d6) acid damage at the start of each of the horror’s turns.
If the horror takes 40 damage or more on a single turn from a creature inside it, the horror must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the horror. If the horror dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Shoveling Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage and the target must succeed on a DC 19 Strength saving throw or pulled within 5 ft. of the horror’s ravenous maw.
The horror can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The horror regains spent legendary actions at the start of his turn.
Attack. The horror makes one shoveling claw attack.
Move. The horror moves up to half its movement speed, this doesn’t provoke attacks of opportunity.
Paroxysm (Costs 3 Actions). Every enemy creature within 15 ft. of the horror must succeed on a DC 19 Wisdom saving throw or be stunned until the end of their next turn.
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