Large Aberration, Neutral Evil
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.

Monster Tags: Dimir

Dain_Ilbryen

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