b'Horakh \n'b'  Medium   monstrosity ,  neutral  \n'b'  Armor Class  17 (natural armor) \n'b' Hit Points  161 (19d8 + 76) \n'b' Speed  40 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX:  19 (+4)  CON:  19 (+4)  INT:  5 (\xe2\x80\x933)  WIS:  15 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +8 \n'b' Skills   Athletics  +8,  Perception  +6,  Stealth  +8 \n'b' Senses   darkvision  60 ft., tremorsense 30 ft., passive  Perception  20 \n'b' Languages  understands Undercommon but can\xe2\x80\x99t speak \n'b' Challenge  9 (5,000 XP) \n'b' Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  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\xe2\x80\x99s 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\xe2\x80\x99t 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\xe2\x80\x99s head, killing the host in the process. A  lesser restoration  spell cast on the host destroys the egg. Alternatively, a creature other than the host can take an action to remove the egg by succeeding on a DC 16  Wisdom  ( Medicine ) check. On a failure, the host takes 9 (2d8) slashing damage. \n'b'  Standing Leap . The  horakh\xe2\x80\x99s  long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The  horakh  makes one Bite  attack  and two Claw attacks. \n'b'  Bite .  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\xe2\x80\x99s 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. \n'b'  Claw .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 17 (3d8 + 4) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Shadow Stealth . While in dim light or  darkness , the  horakh  takes the  Hide  action. \n'b'\n'b' ABOUT \n'b' Resembling a cave cricket the size of a dog, this beast\xe2\x80\x99s black, chitinous thorax is topped by a translucent digestive sac. Halfdigested eyeballs of various sizes and colors float in the sac. \n'b'  Leaping Claws . Insectoid killing machines with a penchant for consuming their victim\xe2\x80\x99s eyes, the bloodthirsty horakhs travel in small packs and make lightning-fast attacks against the weak or vulnerable. Their powerful rear legs enable enormous bounding leaps, while the sharp hooks at the end of their powerful claws  help  them to climb and latch onto prey. Heads dominated by scooped mandibles can shoot forward like pistons, shearing meat from bone. \n'b'  Leaping Screech . When attacking, a  horakh  leaps from its hiding spots while making a deafening screech. Horakhs are highly mobile on the battlefield. If threatened, horakhs return to the shadows to  attack  from a more advantageous position. \n'b'  Herd the Blinded . After blinding their prey, horakhs often herd the blind like sheep until they are ready to consume their prey and sometimes even use the  blinded  prey as bait to capture other creatures. Many an explorer has been ambushed,  blinded , and condemned to death in the bowels of the earth by these predators.'