Page 206 - Guildmasters' Guide to Ravnica
P. 206

Large aberration, neutral evil

              Armor Class 13
              Hit Points 120 (l6dl0 + 32)
              Speed 40 ft.

                STR     DEX    CON     INT    WIS    CHA        Huge aberration, neutral evil
               12 (+l)   16 (+3)   14 (+2)   2 (- 4)   17 (+3)   18 (+4)
                                                                Armor Class 17 (natural armor)
              Skills Perception +7, Stealth +11                 Hit Points 228 (24dl2 + 72)
              Damage Vulnerabilities radiant                    Speed 40 ft., climb 40 ft.
              Condition Immunities frightened
              Senses darkvision 120 ft., passive Perception 17    STR     DEX    CON     INT    WIS     CHA
              languages -                                        22 (+6)   16 (+3)   17 (+3)   2 (-4)   14 (+2)   18 (+4)
              Challenge 9 (5,000 XP)
                                                                Skills Perception +7, Stealth +8
              Incorporeal Movement. The horror can move through other   Damage Vulnerabilities radiant
              creatures and objects as if  they were difficult terrain. It takes S   Condition Immunities frightened
              (l dlO) force damage if  it ends its turn inside an object.   Senses darkvision 120 ft., passive Perception 17
                                                                Languages -
              Shadow Stealth. While in dim light or darkness, the horror can
                                                                Challenge 15 (13,000 XP)
              take the Hide action as a bonus action.
              Shadow Stride. As a bonus action, the horror can step into a   Spider Climb. The horror can climb difficult surfaces, includ-
              shadow within S feet of  it and magically appear in an  unoccu-  ing upside down on ceilings, without needing to make an
              pied space within S feet of  a second shadow that is up to 60   ability check.
              feet away.  Both shadows must be cast by a Small or larger crea-
                                                                Sunlight Sensitivity. While in sunlight, the horror has disadvan-
              ture or object.
                                                                tage on attack rolls and on Wisdom  (Perception) checks that
              Sunlight Sensitivity. While in sunlight, the horror has disadvan-  rely on sight.
              tage on attack rolls and on Wisdom (Perception) checks that
              rely on sight.                                    ACTIONS
                                                                Multiattack. The horror can use its Maddening Presence and
              ACTIONS                                           make three attacks: one with its bite and two with its claws.
              Multiattack. The horror makes three attacks: one with its bite
                                                                Bite. Melee Weapon Atiack: +11  to hit, reach 10 ft., one target.
              and two with its claws.
                                                                Hit:  28  (4dl0 + 6)  piercing damage.
              Bite. Melee Weapon Attack: +7 to hit, reach S ft., one target. Hit:
                                                                Claws.  Melee Weapon Attack: +11  to hit, reach 10 ft  .. one target.
              21 (4d8 + 3)  piercing damage.
                                                                Hit: 24  (4d8 + 6)  slashing damage.
              Claw. Melee Weapon Attack: +7 to hit, reach  5 ft., one target.
                                                                Maddening Presence. The horror targets one creature it can
              Hit: 13 (3d6 + 3)  slashing damage, and the target must succeed
                                                                see within 30 feet of  it. If  the target can see or hear the horror,
              on a DC 16 Wisdom saving throw or be frightened of  the horror
                                                                the target must make a DC 17 Wisdom saving throw. On a
              until the end of  the target's next turn.
                                                                 failed saving throw, the target becomes paralyzed until the end
              Lashing Shadows (Recharge 5-6). Each creature within 60 feet   of  its next turn. If  a creature's saving throw is successful, the
              of  the horror, except other horrors, must succeed on a DC 16   creature is immune to the horror's Maddening Presence for the
              Dexterity saving throw or take 27  (6d8) necrotic damage.   next 24 hours.

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