Immortality. The clawed horror is not able to be destroyed under normal circumstances. The only way to truly kill a Clawed Horror is to entrap it within a Soul Prison and perform a 48-hour religious rite to a good-aligned deity. Otherwise, the Clawed Horror will reappear in a new lair within 100 miles of its old one in 1d12 months.
Unusual Nature. The clawed horror doesn’t require air, food, drink, or sleep.
Legendary Resistance (3/day). When the clawed horror fails a saving throw, it can choose to succeed instead.
Multiattack. The boneclaw makes two Piercing Claw attacks and one Death Stare attack.
Piercing Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 11 (2d10) necrotic damage. If the target is a creature, the clawed horror can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.
Death Stare. Ranged Spell Attack: +10 to hit, range 60ft., one target. Hit: 12 (2d12) necrotic damage. If the target is a creature, the target must make a DC 14 Wisdom saving throw or be poisoned until the beginning of the clawed horror's next turn.
Shadow Jump (Recharge 5–6). If the clawed horror is in dim light or darkness, each creature of the clawed horror's choice within 15 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.
The clawed horror then teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it’s grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.
Deadly Reach. In response to a creature entering a space within 15 feet of it, the clawed horror makes one Piercing Claw attack against that creature.
The clawed horror can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The clawed horror regains spent legendary actions at the start of its turn.
Attack. The clawed horror can make one Piercing Claw or Death Stare attack
Move. The clawed horror can move up to its movement speed without provoking opportunity attacks.
Circle of Despair (costs 3 actions). The clawed horror summons the deathly shrieks of banshees and the howling of the brutally murdered on a point it can see within 60 ft. In a 30 ft. sphere from that point, each creature the clawed horror chooses within the sphere must make a DC 18 Constitution saving throw or be stunned until the end of the clawed horrors next turn.
Lair and Lair Actions
Will create later...
Comments