THE SHARED REFERENCE Adventurer

Monster

Greater Shadow Horror

Outside your table’s allowed sources

Official reference · AitFR-THP · 2014

Creature type
Aberration
Size
Huge
Armor class
13
Hit points
170 (20d12 + 40)
Speed
Walk 40 ft.
Challenge rating
12
Alignment
Neutral Evil
Strength
14
Dexterity
16
Constitution
14
Intelligence
2
Wisdom
17
Charisma
18
Passive Perception
17
Skills
perception: +7; stealth: +11
Senses
darkvision 120 ft.
Condition Immunities
frightened
Vulnerabilities
radiant

Traits

Incorporeal Movement

The horror can move through other creatures and objects as if they were 3. It takes 5 (1d10) force damage if it ends its turn inside an object.

Legendary Resistance (2/Day)

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

Shadow Stealth

While in dim light or darkness, the horror can take the Hide action as a bonus action.

Shadow Stride

As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Medium or larger creature or object.

Sunlight Sensitivity

While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

The horror makes three attacks: one with its bite and two with its claws.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage.

Claw

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened of the horror until the end of the target's next turn.

Lashing Shadows (Recharge 5–6)

Each creature within 60 feet of the horror, except other horrors, must succeed on a DC 16 Dexterity saving throw or take 36 (8d8) necrotic damage.

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

Claw

The horror makes a weapon attack.

Glide

The horror moves up to 20 feet without provoking opportunity attacks.

Frighten Foe (Costs 2 Actions)

The horror targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of horror's next turn.

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