Hunting Horror (5e Creature)
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Large aberration, chaotic evil
Skills Perception +3
Flyby. The hunting horror doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Sunlight Hypersensitivity. The hunting horror takes 20 radiant damage (this includes its vulnerability to radiant damage) when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The hunting horror makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Haunting Scream (Recharge 5-6). The hunting horror emits a terrifying scream. Each creature within 30 feet of the haunting horror that can hear the howl must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. In addition to that, the creature takes 5 (1d10) psychic damage on a failed save, or half as much damage on a successful one.
The hunting horrors are the messengers and enforcers of Nyarlathotep, the Crawling Chaos, and obey him slavishly. While powerful, they shun the light of sun for it reduces their body to nothing but fine ash.