Flying Horror

Medium aberration, Neutral Evil

Armor Class

16 (natural armor)

Hit Points

49 (9d8+9)

Speed

walk 30 ft., fly 60 ft.

Skills

Perception +4, Stealth +7

Damage Vulnerabilities

radiant

Condition Immunities

frightened

Senses

darkvision 120 ft.

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.

Actions

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.