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Horakh

Medium · Monstrosity · CR 9 · Neutral

Armor Class
17 (natural armor)
Hit Points and Hit Dice
161 (19d8 + 76)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
19
+4
CON
19
+4
INT
5
-3
WIS
15
+2
CHA
10
+0

Overview

Category Monsters
Size Medium
Type Monstrosity
Alignment Neutral
XP 5000
Initiative Bonus +4

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Tremorsense 30 ft (9.1 m)
Passive Perception 20

Saving Throws

Dexterity +8

Skills

Athletics +8 Perception +6 Stealth +8

Languages

understands Undercommon but can't speak

Traits

Implant Egg

If the horakh reduces a creature to 0 hp with a Bite attack or as a bonus action while within 5 feet of a creature with 0 hp, the horakh can implant an egg in the creature. The implanted egg rests in the creature’s eye socket for 14 days while it incubates. A host creature can carry only one horakh egg to term at a time. While the egg is implanted, the host can’t use its eye and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Exactly 24 hours before the egg hatches, the host becomes blinded. When the egg hatches, the young horakh erupts from the host’s head, killing the host in the process.

Standing Leap

The horakh’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Bite

+8 to hit, reach 5 ft (1.5 m). Hit: 4d8+4 piercing damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. If the horakh scores a critical hit, it removes one of the target's eyes, provided the target has eyes, and places the eye in a fluid sac on its thorax. While missing half or less of its total number of eyes, the target has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. While missing more than half its total number of eyes, the target is blinded until its sight is restored.

Claw

+8 to hit, reach 5 ft (1.5 m). Hit: 3d8+4 slashing damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.

Multiattack

The horakh makes one Bite attack and two Claw attacks.

Bonus Actions

Shadow Stealth

While in dim light or darkness, the horakh takes the Hide action.

About Horakh

Horakh is a medium monstrosity with a Challenge Rating of 9. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 161 hit points (derived from 19d8 + 76).

Horakh has communication capabilities including understands Undercommon but can't speak. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Horakh

2 tips available

When using Horakh in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Horakh

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Horakh?
Horakh has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Horakh?
Horakh is a Medium Monstrosity, which affects how certain spells and abilities interact with it.
What languages does Horakh speak?
Horakh can communicate in understands Undercommon but can't speak.

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