Berserk. Whenever the horror starts its turn with 40 hit points or fewer, it gains advantage on all its attack rolls until the start of its next turn. At the start of its next turn, roll a d6. On a 6, it recharges this feature.
Aversion of Fire. If the horror takes fire damage, it has disadvantage on attack rolls and ability checks, and does not regain hit points until the end of its next turn.
Unnerving Form. The horror is immune to any spell or effect that would alter its form and has advantage on ability checks made to break a grapple. In addition, the horror is immune to flanking.
Necrotic Absorption. Whenever the horror is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.
Magic Resistance. The horror has advantage on saving throws against spells and other magical effects.
Unholy Regeneration. The horror heals 10 hit points at the start of its turns if it hasn't been subjected to fire damage.
Multiattack. The Horror makes two slam or chain attacks, or one guillotine.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or become grappled or knocked back 15 ft., the horror's choice.
Chain. Ranged Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Guillotine. Melee Weapon Attack: +8 to hit, reach 5 ft., one target that the horror has grappled. Hit: 30 (6d8 + 6) slashing damage. If this damage reduces a target to 0 hit points, they must succeed a DC 15 Constitution saving throw or be decapitated.
Sentinel's Strike. If the horror hits a creature with an opportunity attack, that target's speed becomes zero and they are knocked prone.
Gaze of Terror. In response to a creature moving within 30 ft. of the horror, it unleashes its gaze upon them. The target must succeed on a DC 15 Wisdom saving throw or become frightened of the horror. The target can make this saving throw at the end of each of their turns, ending the effect on a success.
Baleful Moan. The horror lets out a terrible groan. Each creature within 60 ft. of the horror must make a DC 15 Charisma saving throw, taking 10 (1d6 + 4) necrotic damage and becoming dazed until the end of their next turn on a failure. On a success the target takes half damage and is not dazed. While dazed, a creature can take only an action or bonus action, but not both.
Leap. The horror jumps up to 30 ft. and immediately makes a slam attack.
Attach Limb (> 40 hit points). The horror grabs nearby material and creates an additional arm. It can make three attacks a round now.
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