Large unknown, Neutral Evil
Armor Class 13 Natural Armor
Hit Points 152 (16d10 + 64)
Speed 30 ft., fly 30 ft., burrow 40 ft. Can slip through shadows, leaving anything it touches undisturbed.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
18 (+4)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws DEX +8, CON +9, WIS +9, CHA +12
Skills Intimidation +10
Damage Immunities Psychic, Thunder
Condition Immunities Charmed, Frightened
Senses Blindsight 50 ft., Darkvision 60 ft., Passive Perception 18
Languages Common, Deep Speech, Telepathy 300 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5

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.

Actions

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.

Reactions

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.

Environment: Grassland

Yharim

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