THE SHARED REFERENCE Adventurer

Monster

Shadow Horror

Outside your table’s allowed sources

Official reference · GGR · 2014

Creature type
Aberration
Size
Large
Armor class
13
Hit points
120 (16d10 + 32)
Speed
Walk 40 ft.
Challenge rating
9
Alignment
Neutral Evil
Strength
12
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.

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 Small 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: 13 (3d6 + 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 27 (6d8) necrotic damage.

Quick preview