Size:
± Large
Type:
± Aberration
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 120
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 40
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 12
Dexterity: 16
Constitution: 14
Intelligence: 2
Wisdon: 17
Charisma: 18
Skills
perception: +7
stealth: +11
Offense
Bite
Circumstance: Melee
7 to hit, reach 5 ft., one target. (4d8 + 3) piercing damage.
Offense
Claw
Circumstance: Melee
7 to hit, reach 5 ft., one target. (3d6 + 3) slashing damage, and the target must succeed on a 16 Wisdom saving throw or be frightened of the horror until the end of the target's next turn.
Action
Multiattack
The horror makes three attacks: one with its bite and two with its claws.
Action
Lashing Shadows {@recharge 5}
Each creature within 60 feet of the horror, except other horrors, must succeed on a 16 Dexterity saving throw or take 27 (6d8) necrotic damage.
Trait
Incorporeal Movement
The horror can move through other creatures and objects as if they were difficult terrain||3. It takes 5 (1d10) force damage if it ends its turn inside an object.
Trait
Shadow Stealth
While in dim light or darkness, the horror can take the Hide action as a bonus action.
Trait
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.
Trait
Sunlight Sensitivity
While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
17
Immunities
Condition Immunities
frightened
Vulnerabilities
radiant
Senses
darkvision 120 ft.
Horrors and Madness
Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.
Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.
Horrors
Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.
At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.
House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors.
Customizing a Horror
Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.
5e Tools
Actions/Abilities/Traits: D&D 5e
!!Horrors and Madness
Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.
Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.
!!Horrors
Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.
At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.
House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors.
!!Customizing a Horror
Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.
5e Tools