Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
understands Undercommon
Environments
Traits
Shadow Stealth
A horakh can hide as a bonus action if it's in dim light or darkness.
Standing Leap
As part of its movement, the horakh can jump up to 20 feet horizontally and 10 feet vertically, with or without a running start.
Actions
Bite
+8 to hit, reach 5 ft (1.5 m). Hit: 4d8 slashing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. If the bite attack hits a target that's grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight. If both (or all) eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below.
Claw
+8 to hit, reach 5 ft (1.5 m). Hit: 3d8 piercing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled (escape DC 14).
Implant Egg
If a horakh's bite attack reduces a grappled creature to 0 hit points, or it bites a target that's already at 0 hit points, it implants an egg in the creature's eye socket. The deposited egg grows for 2 weeks before hatching. If the implanted victim is still alive, it loses 1d2 Constitution every 24 hours and has disadvantage on attack rolls and ability checks. After the first week, the victim is incapacitated and blinded. When the egg hatches after 2 weeks, an immature horakh erupts from the victim's head, causing 1d10 bludgeoning, 1d10 piercing, and 1d10 slashing damage. A lesser restoration spell can kill the egg during its incubation.
Multiattack
The horakh makes two claw attacks and one bite attack.
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. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Horakh
1 tips available
GM Tips: Using Horakh
When using Horakh in your D&D 5e campaign, consider these tactical approaches:
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Climbing Advantage: This creature can climb at 30 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
Player Guide: Facing Horakh
1 strategies available
Player Guide: Facing Horakh
When your party encounters this creature, keep these strategies in mind:
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Climbing Defense: This creature can climb at 30 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
Encounter Building Calculator
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
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.
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Related D&D 5e Content
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