b'Horoth \n'b'  Large   monstrosity ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  75 (10d10+20);  Wound Threshold  19  Speed  40 ft.\n'b' STATS STR: 18 (+4) DEX:  17 (+3)  CON:  14 (+2)  INT:  16 (+3)  WIS:  15 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dex  +6,  Con  +5,  Wis  +5,  Cha  +6  Damage Immunities  poison  Condition Immunities   charmed ,  poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages  Common, Draconic  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Perpetual faerie fire . A horoth can cast  faerie fire  at will. \n'b'  Dementing saliva . A horoth can produce a saliva-like substance that is mixed with wine and shared between the members of the cult in the course of their draconic ceremonies. Its effect only triggers when the imbiber suffers from intense stress, for example under the fear of having been captured, in which case they fall into a state of  confusion  that will last 4d6 hours. \n'b'  Actions \n'b'   Multiattack . A horoth makes up to 6 attacks: a bite  attack , 4 weapon and/or claw attacks, and a sting with its tail. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) piercing damage. \n'b'  Greataxe .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 10 (1d12 + 4) slashing damage. \n'b'  Greatsword .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage. \n'b'  Tail Sting .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) piercing damage plus target must make a DC 13  Constitution  saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'  Tactics \n'b' A horoth\xe2\x80\x99s usual tactics are to disable spellcasters first and move about striking at foes and moving on, trying to get foes to stumble into each other\xe2\x80\x99s way. It likes to deal damage and move about ceaselessly, and will only stay to batter a single target if it thinks other foes are puny or disabled. It will be acutely aware of spellcasters needing to concentrate to maintain their spells, and will therefore endeavor to disrupt them. If the battle goes against the Horoth, it will back behind the screen, seeking to lure the PCs into attacking it from one direction, using its tail to heap up the pillows behind it into a hampering, moving barrier that the Horoth will plunge under and through if pressed, leaving most of the PCs on the other side.'