Sunlight Sensitivity. While in sunlight, the horror has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (1d8+3) piercing damage plus 2 necrotic damage or poison damage (horror's choice).
Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 6 (1d8+3) bludgeoning damage plus 1 poison damage and the target must succeed on a DC 14 Strength saving throw or be grappled. The horror can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +5 to hit, reach 15 ft., 1 target. Hit: 12 (3d4+3) bludgeoning damage plus 1 necrotic damage and if the target is underwater, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of the horror's next turn.
Necrotic Bolt. RangedWeapon Attack: +4 to hit, range 35/310 ft., 1 target. Hit: 11 (2d6+3) necrotic damage.
Poison-Spine Whirlpool (Recharge 6). The horror unleashes a barrage of swiriling poisonous spines in a whirling shape. All creatures within 25 feet of the horror must succeed on a DC 14 Strength saving throw or be pulled into the whirlpool until the end of the horror's next turn. While in the whirlpool, the creature takes 9 (2d6) poison damage at the start of each of its turns.
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