Where there's pink, now there's blue. When the greater horror is reduced to zero hit points, it splits into two new lesser horrors. lf the greater horror takes slashing or fire damage during the last round, this trait doesn't take effect.
Magic Resistance. The greater horror has advantage on saving throws against spells and other magical effects.
Regeneration. The greater horror regains 10 hit points at the start of its turn as long as it has at least 1 hitpoint and did not take slashing damage in the previous round.
Multiattack. The greater horror makes two claw attacks and uses Witchfire, if available.
Claws. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Witchfire (Recharge 3-6). Ranged Spell Attack: +6 to hit. Range 30 ft., one target. On a hit, The target rolls 1d4 of its Hit Dice and takes force damage equal to the total. The target must succeed on a DC 14 Wisdom saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0
Comments