Large Monstrosity, Chaotic Evil
Armor Class 16 Natural
Hit Points 132 (14d10 + 55)
Speed
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws CON +8, CHA +9
Skills Deception +9, Insight +6, Perception +10
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 10
Languages Abyssal, Common, Infernal, Primordial
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Wails of the Unborn. Humanoids within 60 ft. of the horror that can hear it have disadvantage on Consitution saving throws to maintain concentration. 

Magic Resistance. The horror has advantage on saving throws against spells and other magical effects. 

Actions

Multiattack. The horror can use its gaze. It then makes two claw attacks. 

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. 

Gaze. The horror gazes at a random target it can see within 60 ft. 
1. Gaze of Agony. The target creature must make a DC 15 Charisma saving throw, taking 36 (8d8) psychic damage on a failed, or half as much on a successful one. 
2. Gaze of Lethargy. The target creature must make a DC 15 Charisma saving throw. On a failed save, the target can't use reactions its speed is halved, and it can't make more than one attack on its turn. In addition, the target can either take an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a successful saving throw. 
3. Gaze of Despair. The target creature must make a DC 15 Charisma saving throw. On a failed save, the target becomes overwhelmed with despair for 1 minute, and his disadvantage on attack rolls, saving throws and ability checks. The creature can repeat the saving throw at the end of its turn, ending the effect on a successful saving throw. 

Description

Enter a general description for your monster here.

Lair and Lair Actions

If the coven horror is near the former lair of the witches it is made out of, it can use the lair to its advantage.

Lair Actions

On initiative count 2, the horror takes a lair action to cause one of the following effects; the horror can’t use the same effect two rounds in a row:

  • Summon a Shadow, this creature is not affected by the concentration of the horror.
  • Summon a Screaming Devilkin, this creature is not affected by the concentration of the horror.

 

piccolo917

Comments

Posts Quoted:
Reply
Clear All Quotes