Large Monstrosity, Chaotic Evil
Armor Class 15 natural armor
Hit Points 123 (13d10 + 52)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws CON +8, CHA +9
Skills Deception +9, Insight +6, Perception +10
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 20
Languages Abyssal, Common, Infernal, Primordial
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Wails of the Unborn. Humanoids within 60 feet of the horror that can hear it have disadvantage on Constitution saving throws to maintain concentration.
Magic Resistance. The horror has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The horror can use its Gaze. It then makes 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 target it can see within 60 feet of it.
1. Gaze of Agony. The target creature must make a DC 15 Charisma saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one.
2. Gaze of Lethargy. The target creature must succeed on a DC 15 Charisma saving throw. On a failed save, the target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Gaze of Despair. The target creature must succeed on a DC 15 Charisma saving throw. On a failed save, the target becomes overwhelmed with despair for 1 minute, and has disadvantage on attack rolls, saving throws, and ability checks. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

Hags represent all that is evil and cruel. A coven horror is evil and cruelty magnified. A wandering, agonized wretch, the coven horror seeks to ruin everything around it, believing that it may free itself from the horrid body it has been bound in.
Vile Origins. The coven horror is the result of multiple witches who had made pacts with a demon and failed to live up to their end of the agreement. The witches were fused along with the wailing bodies of children that they had sacrificed in the name of that demon in order to constantly remind them of their failure. Each head of the horror is in control of the main trunk, but they will frequently snap at either of the two heads if they feel that the other is too close to their own head. The horror is left to wander the Abyssal realm, spreading agony and despair throughout. They will take any chance to escape to the prime material plane so that they can to spread terror and death, believing that fulfilling their original pact by killing anyone they come across will release them from their torment.
Foe of Demons. The witches that make up this monstrosity will always remember the demon that bound them together. While prone to quickly attacking the first thing they see in hopes that it will release their bond, the three witches will occasionally listen and help those who promise to show them to their demonic lord. Coven horrors are fickle, each of the heads continually coming up with a way to free themselves, the most common choice being to kill those nearest to them in order to gain favor with their demonic binding. Demons fear these abominations, tending to steer clear of them throughout the Abyssal Plane.

 

[This monster was originally created by Reddit user /u/StoneStrix, moderator of /r/monsteraday, and has been submitted to D&D Beyond with his express permission.]

Clockwerk66

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