Coven Horror

Large monstrosity, neutral

Armor Class

15 (natural armor)

Hit Points

123 (13d10+52)

Speed

30 ft.

Saves

Con +8, Cha +9

Skills

Deception +9, Insight +6, Perception +10

Damage Resistances

cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities

poison

Condition Immunities

charmed, frightened

Senses

darkvision 120 ft.

Languages

Abyssal, Common, Infernal, Primordial

Challenge

9

Wails of the Unborn

Humanoids within 60 feet of the horror that can hear it have disadvantage on Constitution saving throws to maintain concentration.

Magic Resistance

The horror has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The horror can use its Gaze. It then makes two claw attacks.

Claw

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d8+5) slashing damage.

Gaze

The horror makes one gaze at random, choosing one target it can see within 60 feet of it 1. Gaze of Agony. The target creature must make a DC 15 Charisma saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one. 2. Gaze of Lethargy. The target creature must succeed on a DC 15 Charisma saving throw. On a failed save, the target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. The creature can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on a success. 3. Gaze of Despair. The target creature must succeed on a DC 15 Charisma saving throw. On a failed save, the target becomes overwhelmed with despair for 1 minute, and has disadvantage on attack rolls, saving throws, and ability checks. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.