Medium Aberration, Chaotic Evil
Armor Class 16 Natural armor
Hit Points 150 (12d10 + 33)
Speed 40 ft.
STR
10 (+0)
DEX
20 (+5)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws DEX +8, CON +7
Skills Arcana +2
Damage Vulnerabilities Acid
Damage Resistances Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Restrained
Senses Darkvision, Passive Perception 12
Languages All
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Chilling Stare: When a creature starts its turn within 30 feet of the Astral Horror and is able to see the Horror's eyes, the Horror can magically force it to make a DC 15 Charisma saving throw, unless the Horror is incapacitated. On a failed saving throw, the creature is blinded for their turn.

Actions

State Shift: The Astral Horror may shift into smoke as an action. This lasts for 1 turn after use. The Astral Horror is not allowed to effect enemies while in its smoke form.

Horror in the Void: When in its lair, the Astral Horror may shift into nearby crystal formations as a bonus action when in smoke form. This immediately ends State Shift effects. The Astral Horror may not attack, but is able to apply its status effects on opponents. The Astral Horror may travel between nearby crystals at 1/4 travel distance and has advantage on stealth. Ends in 2 turns after use.

Multiattack: The Astral Horror makes two attacks with its claws.

Claw. Melee Weapon Attack +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Reactions

Seething Anger: Astral Horror may force a chilling stare if hurt for more that 15 hp in 1 attack. Stare is at disadvantage. Astral Horror may instead attempt a grapple with a +2 strength modifier.

Recoil: Astral Horror rolls a D6. On 5 or 6 the Astreal Horror State Shifts.

Description

Solid shadow with faint dark blue clouds within shadow. Thin, tall humanoid with missing lower half. Crawls with arms. Has 2 red or dark blue pinpoints for eyes.

Lair and Lair Actions

The Astral Horror's lair is an enclosed space filled with Astral crystals.

Lair Actions

On initiative count 1, the Astral Horror takes a lair action to cause one of the following effects; the Astral Horror can’t use Loose Crystal for 2 rounds after use:

  • Loose Crystal: Lair rolls a D20. On 1-8 nothing happens. 9-18 combat shakes Astral crystal loose, breaking it and shifting planes. Plane Shift lasts for 1 turn and changes environment to Astral. 19-20 changes the environment for 3 turns.
  • Inactive: nothing happens

Previous Versions

Name Date Modified Views Adds Version Actions
10/20/2018 3:56:24 AM
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10/20/2018 4:21:18 AM
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10/20/2018 4:26:27 AM
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10/20/2018 6:16:36 PM
4
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10/20/2018 6:22:32 PM
4
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Coming Soon
Connerro

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