b'Horror from Below \n'b'  Large   aberration ,  chaotic neutral  \n'b'  Armor Class  17 (natural armor) \n'b' Hit Points  209 (22d10 + 88) \n'b' Speed  30 ft., burrow 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX:  10 (+0)  CON:  18 (+4)  INT:  9 (\xe2\x80\x931)  WIS:  12 (+1)  CHA:  4 (\xe2\x80\x933)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  acid, cold, fire, poison, psychic \n'b' Damage Resistances  bludgeoning, piercing and slashing damage from nonmagical attacks \n'b' Condition Immunities   blinded ,  charmed ,  deafened ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  prone  \n'b' Senses  blindsight 60 ft., passive  Perception  11 \n'b' Languages  Horrors from below communicate in a form of high-pitched piping, clicking, and chirping that is incomprehensible to all other creatures. \n'b' Challenge  12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Dimensional Instability . Anchored to a different reality, a horror shifts and wavers as if affected by a  blur  spell. Attacks against the horror are at disadvantage. Attacks are immune to this effect if they do not rely on sight, as with blindsight, or can see through illusion such as truesight. When slain, a horror dissolves into noxious, foul-smelling slime, and the slime itself vanishes utterly within an hour. \n'b'  Spider Climb . The horror can climb difficult surfaces, including upside-down on ceilings, without needing to make an ability check. \n'b'  Tunnel . The horror can move through solid rock at its burrow speed, leaving a cylindrical tunnel behind. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The horror from below makes four Pseudopod attacks. It cannot  attack  with pseudopods that are grappling targets, but each pseudopod with a  grappled  target Drain its target. \n'b'  Pseudopod .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 18 (4d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it is  grappled  (escape DC 16). Until the grapple ends, the target is  restrained  and the horror cannot make another  attack  with that pseudopod. \n'b'  Bloat . If the horror drains 100  hit points  or more from its targets, it bloats to Huge  size . When huge, its Armor Class is reduced to 12 and its Speed to 20. It cannot burrow, and while it can continue to inflict damage with its drain attacks, it cannot add any more  temporary hit points . \n'b'  Drain . The horror can drain blood and vital fluids from any living creature  grappled  by one of its pseudopods. The target must make a DC 16  Constitution  saving throw or take 17 (2d6 + 4) points of necrotic damage and have its maximum  hit points  reduced by the same amount. On a successful save, the target takes half damage and its maximum  hit points  is not reduced. The reduction lasts until the target takes a long rest. The target is reduced to a mummified husk and dies if its maximum  hit points  is reduced to 0. The horror adds half of any  hit points  drained as  temporary hit points . This can exceed its normal maximum  hit points  but cannot exceed 100  temporary hit points  drained (see Bloat ability). \n'b'\n'b' ABOUT \n'b' The amorphous things collectively called horrors from below are the advance guard of greater powers that lurk in the twisted realms beneath the ancient dwarven realm of Ankhura. They are usually an initial assault force, attacking by  surprise  and burrowing through solid rock to  attack  defenders from all directions at once. Though they possess a native intelligence, horrors from below are nevertheless utterly incomprehensible and cannot be communicated with through any known means, mundane or arcane. They  attack  ferociously and without quarter, never withdrawing until destroyed.'