Armor Class
15
natural armour
Hit Points
123
(13d10 + 52)
Speed
STR
20
(+5)
DEX
10
(+0)
CON
18
(+4)
INT
17
(+3)
WIS
15
(+2)
CHA
20
(+5)
Saving Throws
CON +7, CHA +8
Skills
Deception +0, Insight +0, Perception +0
Damage Resistances
Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities
Charmed, Frightened
Senses
Passive Perception 20
Languages
--
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Traits
Special Trait Name. Humanoids within 60ft of the horror that can hear it have disadvantage on CON saves to maintain concentration.
Magic Resistance. The horror has advantage on saves against spells and other magical effects.
Actions
Multiattack. The horror can use its Gaze, then making two Claw attacks.
Claw Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Gaze. The horror makes one gaze at random, choosing one creature it can see within 60ft of it.
- Gaze of Agony. The target must make a DC 15 CHA save, taking 36 (8d8) psychic damage on a failed save, or half as much on a successful one.
- Gaze of Lethargy. The target must succeed on a DC 15 CHA save. On a failed save, the target cant use reactions, its speed is halved, and it cant make more than one attack on its turn. In addition, the target can either take an action or a bonus action on its turn, not both. These effects last for 1 minute. The target can repeat the save at the end of its turns, ending the effect on a success.
- Gaze of Despair. The target must succeed on a DC 15 CHA save. On a failed save, the target becomes overwhelmed with despair for 1 minute, and has disadvantage on attack rolls, saves, and ability checks. The target can repeat the save at the end of its turns, ending the effect on a success.
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