Medium Elemental, Neutral
Armor Class 17 natural armor
Hit Points 23 (3d8 + 9)
Speed
STR
20 (+5)
DEX
8 (-1)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
13 (+1)
Saving Throws STR +7
Skills Perception +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Paralyzed, Poisoned, Unconscious
Senses Tremorsense 60 ft, Passive Perception 13
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Shadow Step. When the horror is in dim light or darkness, as a bonus action it can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. The horror then has advantage on the first melee attack it makes before the end of the turn.

Spellcasting. The horror 17 can naturally cast the following spells: 
once per day each: darkness, enlarge/reduce(self only), and spike growth 

Actions

Multiattack. The Horror 17 makes two slam attacks

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft. Hit: 9 (1d8+5) bludgeoning damage. 

Stephen_k

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