| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +4 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 10 | +0 | +0 |
| CHA | 3 | −4 | −4 |
Pack Tactics. The black silt horror has Advantage on an attack roll against a creature if at least one of the horror's allies is within 5 feet of the creature and the ally isn't incapacitated.
Grasp. Melee Weapon Attack: +4, reach 5 ft. Hit: 6 (1d8 + 2) Bludgeoning damage, and the target is Grappled (escape DC 12). If this attack is made against a creature that is already Grappled by the black silt horror, the target is instead Poisoned until the end of the black silt horror's next turn.
Spellcasting (Psionics). The black silt horror can cast the following spells without Material components, using Wisdom as its spellcasting ability (spell save DC 10):
At Will: Mind Sliver
1/Day: Mirror Image
Silt Storm. Trigger: The black silt horror is Bloodied. Response: Constitution Saving Throw: DC 11, all creatures in a 5-foot Emanation from the black silt horror. Failure: The creature is Blinded for one minute. The creature can repeat this saving throw at the start of each of their turns. Success: The Blinded ends on the creature.
The black silt horror then moves up to its Swimming speed.
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