Page 206 - Guildmasters' Guide to Ravnica
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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.
llAfT R