Armor Class
13
Greater Shadow Horror
Huge Aberration · Neutral Evil
Hit Points
170 (20d12 + 40)
Speed
Walk 40 ft.
CR
12
Traits
Incorporeal Movement
The horror can move through other creatures and objects as if they were Difficult Terrain. It takes 5 () 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 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 () 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. 21 () Piercing damage.
Claw
Melee Weapon Attack +7 to hit, reach 5 ft., one target. 17 () Slashing damage, and the target must succeed on a DC 16 Wisdom saving throw or be of the horror until the end of the target's next turn.
Lashing Shadows Recharge 5
Each creature within 60 feet of the horror, except other horrors, must succeed on a DC 16 Dexterity saving throw or take 36 () Necrotic damage.
Legendary Actions
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 until the end of horror's next turn.