DUMB DECISION TTRPG · Library

Flying Horror

Medium aberration, Neutral Evil

Armor Class 16 (natural armor)

Hit Points 49 (9d8 + 9)

Speed 30 ft., fly 60 ft.

STR 9 (-1)
DEX 20 (+5)
CON 12 (+1)
INT 2 (-4)
WIS 15 (+2)
CHA 16 (+3)

Skills Perception +4, Stealth +7

Condition Immunities frightened

Senses darkvision 120 ft., passive Perception 14

Languages

Challenge 3

Fear Frenzy. The horror has advantage on attack rolls against frightened creatures.

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

Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage.

Frightening Screech (Recharge 5–6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the horror's Frightening Screech for the next 24 hours.

Source

Guildmaster's Guide to Ravnica, p. 203