Armor Class 13
Hit Points 170 (20d12 + 40)
Speed 40 ft.
Skills Perception +7, Stealth +11
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 17
Languages —
Challenge 12
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.
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.
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.
AitFR-THP, p. 12