Huge monstrosity, chaotic evil
Armor Class 15 (Natural Armor)
Hit Points 133 (14d12 + 42)
Speed 20 ft.
16 (+3)
10 (+0)
16 (+3)
2 (-4)
8 (-1)
8 (-1)
Saving Throws STR +6, CON +6
Damage Resistances Bludgeoning
Condition Immunities Blinded, Charmed
Senses Tremorsense 1,000 ft, Passive Perception 14
Languages --
Challenge 6 (2,300 XP)

Silt Creature. White Silt Horror suffers no negative effects due to the silt.

Quick Escape.  On the rare occasions when a horror is losing a fight, it uses its air jet to escape. It moves by jetting out a large gust of air, sliding itself backwards through the silt at a rate of 150 ft. per round. This also raises a small cloud of silt, making it almost
impossible to follow, at least for those using sight. On the round after fleeing, the horror is completely hidden under the silt, and those who want to finish it off had better be able to fight under the silt. The horror's mouth is located next to the sensitive air sac, and is not used in combat


Multiattack. The White Silt Horror makes three tentacle attacks, each of which it can replace with one use of Fling.

 Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 creature. Hit: 10 (2d6 + 3) [bludgeoning] damage. Target is grappled (escape DC 15) and restrained until the grapple ends.

Throw. A tentacle throws a creature it currently has restrained up to 15 ft in any direction. Target takes 7 (1d6 + 3) [bludgeoning] damage and must make a DC 13 dexterity saving throw or be knocked prone.

Grappled. Each round after being grappled, a grappled creature is dragged 5 ft. towards the White Silt Horror's mouth, per round. Once within 5 ft. of its mouth, it is held until it suffocates from the silt.


Silt Horror is the name given a group of predators that dwell in the sea of sand. While they vary in size and color, all of them are characterized by a large number of tentacles, and an unending hunger. Few are the creatures that escape once a silt horror has its tentacles around them.

White Horror
The white horror is the most common, and usually the largest, of the silt horrors. Its tentacles can grow up to 50 ft long, and it uses them to drag prey below the silt. At most, a white horror will have 10 tentacles at a time.

When an opponent gets in range, (50 ft. or less), the white horror attacks with all of its tentacles. It will attack multiple targets, but only if they are all in range. The horror usually attacks as soon as a target gets in range, rather than waiting for a larger
group to approach. 

Once a horror grasps a victim, the tentacle must be severed to allow release or succeed in its grapple check. Each tentacle takes 10 points of damage before being severed. Bludgeoning weapons do half damage, but can eventually crush a tentacle. The white horror does not usually fight to the death.

A white horror waits until its food has suffocated before it
begins to feed.

Monster Tags: abberation

Environment: Desert



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