Armor Class 16 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft., fly 60 ft.
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.
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.
Guildmaster's Guide to Ravnica, p. 203