Innate Spellcasting. The Horre's innate spellcasting ability is Charisma (spell save DC 13). The Horre can innately cast the following spells, requiring no material components:
At will: darkness, invisibility, cause fear
1/day each: phantasmal killer, dream, gaseous form, sleep (3rd level)
Magic Weapons. The Horre's weapon attacks are magical.
Regeneration. The Horre regains 15 hit points at the start of its turn if it has at least 1 hit point.
Multiattack. The Horre makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Fear. Spell: Wis saving throw, DC 18, reach 100 ft., one target. Hit: 16(3d10) psychic damage.
Illusions. The Horre may make up to 50 Illusions of CR 1 or lower creatures. The Horre controls all of them, and they disappear when it dies. They may still attack, and they have the Blink Reaction but it happens whenever someone blinks. They deal only psychic damage when attacking, and can only be visible to the one they are attacking.
Horrifying Visage. Each non-undead creature of the Horre's choice within range must make a Wisdom saving throw or be frightened for 1 minute.
Possession. The Horre can control another creature, during which time it cannot be targeted by nearly any effect.
Blink. When hit by damage, the Horre may teleport up to 40 feet away.
Description
The Horre is a creature that rules with an iron mind in the Horror Fields, a place where Nightmares come to life. Inside and out, the Horre is the most terrifying creature in all of the planes. With the blood moon, fear, illusions everywhere, a Horre is able to snap a humanoid's mind with the blink of an eye.
Lair and Lair Actions
The Horror Fields
When arriving on the plane of horror, the horror fields are not entered immediately. A flat platform holds the travelers up in a sea of darkness. A gate without doors overlooks all who enter it with two unblinking red eyes. Anyone within 30 feet of the gates must make a Constitution saving throw or gain a level of exhaustion and have their vision blurred. Passing through the gates removes the exhaustion and blurriness, and leaving them reapplies the exhaustion, at the level in which it was before.
Blood Moon's Gaze. When a group of humanoids enters the Horror Fields, at the Horre's command, they all make a wisdom saving throw, on a failure, the creature takes 1 psychic damage. On a success, the Horre is aware of that humanoid's location and their greatest fear at all times while within the fields. Passing back through the Devil's Gate causes this effect to stop. The Horre may use this action every hour.
I worked a long time on this, so you may use it, but don't claim you made it. Thank you.
Have a great day!
Shouldn't on a success the creature takes 1 psychic damage, and then on a failure the Horre learns about the fears, etc.?
awkwardturtle that is how i will rule it
You are both right, and in normal situations, that is how I would rule it too. But the reason I made it like this is I wanted to fool my players into thinking they were safe after they succeeded on the save. Note that they do not realize that the Horre is doing it, and they don't realize their minds are being probed. They will just think that it's the fear of being in the Horreid place.
(I know the pun was bad, but I had to do it.)
If you have any other questions, ask them here, and I'll be able to answer them sometime.
Have a great day!