Sunlight Sensitivity. While in sunlight, the horror has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Death Throes. Once the horror dies, it disperses into 2d6 squids (CR 1/8) that attack any creature that was hostile to the horror on their turns.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (2d4+4) piercing damage.
Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6+4) bludgeoning damage plus 2 (1d4) poison damage and the target must succeed on a DC 14 Strength saving throw or be grappled by the horror. The horror can only have one creature grappled this way at a time.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 12 (2d6+4) bludgeoning damage.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (2d4+4) bludgeoning damage.
Acidic Spit. RangedWeapon Attack: +6 to hit, range 25/150 ft., 1 target. Hit: 7 (2d4+3) acid damage, or 11 (3d4+3) acid damage if both the target and the horror are underwater.
Necrotic Whirlpool (Recharge 5-6). The horror creates a 10-foot wide whirlpool of necrotic energy in a space 5-feet in front of it that lasts until the start of the horror's next turn. Each creature in the whirlpool's space must make a DC 14 Strength saving throw. On a failure, a target takes 12 (2d6+4) necrotic damage. If it is Medium or smaller, it is also grappled (escape DC 15). If the saving throw is successful, the target is pushed out of the whirlpool's space but still takes 3 (1d6) necrotic damage. While grappled however, the target takes 4 (2d4) necrotic damage at the start of each of its turns.
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