Armor Class
15
Natural Armor
Hit Points
56
(11d8 + 13)
Speed
15 ft., fly 60 ft.
STR
11
(+0)
DEX
20
(+5)
CON
14
(+2)
INT
2
(-4)
WIS
15
(+2)
CHA
16
(+3)
Skills
Perception +8, Stealth +8
Damage Vulnerabilities
Radiant
Condition Immunities
Frightened
Senses
Darkvision 120 ft., Truesight 120', Passive Perception 16
Languages
Abyssal
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Traits
Fear Frenzy. The horror has advantage on attack rolls against frightened creatures.
Actions
Scythe. Melee Weapon Attack: +7; to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5); slashing damage +14 (4d6); psychic damage.
Frightening Scream (Recharge 5–6); The horror screams. Each creature within 40 feet of it and that can hear it must succeed on a DC 14 Constitution saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the horror’s Frightening Screech for the next 24 hours.
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