THE SHARED REFERENCE Adventurer

Monster

Cosmic Horror

Outside your table’s allowed sources

Official reference · BAM · 2014

Creature type
Aberration
Size
Gargantuan
Armor class
15 (natural armor)
Hit points
280 (16d20 + 112)
Speed
Walk 50 ft., Fly 100 ft.
Challenge rating
18
Alignment
Neutral Evil
Strength
27
Dexterity
10
Constitution
25
Intelligence
24
Wisdom
15
Charisma
24
Passive Perception
12
Saving Throws
int: +13; wis: +8; cha: +13
Senses
darkvision 240 ft.
Languages
Deep Speech, telepathy 240 ft.
Immunities
acid, poison
Condition Immunities
charmed, frightened, poisoned

Traits

Legendary Resistance (3/Day)

If the horror fails a saving throw, it can choose to succeed instead.

Unusual Nature

The horror doesn't require air.

Actions

Multiattack

The horror makes one Bite attack and two Tentacle attacks.

Bite

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) piercing damage.

Tentacle

Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 18 (3d6 + 8) force damage, and if the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the horror can't use this tentacle against other targets. The horror has 1d8 + 1 tentacles, each of which can grapple one target.

Psychic Whispers (Recharge 5–6)

The horror emits dreadful whispers in a 60-foot-radius sphere centered on itself. Each creature in the sphere that isn't an Aberration must make a DC 21 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Crushing Tentacle

The horror crushes one creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8) force damage on a failed save, or half as much damage on a successful one.

Poison Jet (Costs 2 Actions)

Foul gas squirts from the horror in a 30-foot line that is 5 feet wide. Each creature in the line must succeed on a DC 21 Constitution saving throw or take 14 (4d6) poison damage.

Teleport (Costs 2 Actions)

The horror teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself.

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