Cosmic Horror: D&D Monster Guide 5e

Cosmic horrors are colossal, malevolent entities that occasionally slip the bonds of the Far Realm and find themselves adrift on the Astral Plane.

Drawn to the light of distant stars, these creatures invade Wildspace systems and lay waste to worlds.

After feeding on the minds and bodies of a world’s inhabitants until it is sated, a cosmic horror usually returns to the void, where it falls into a deep sleep, drifting aimlessly until hunger or some other stimulus awakens it.

Cosmic horrors are among the most powerful creatures spawned by the Far Realm.

No two of them have the same appearance, but they have certain qualities in common.

Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages.

Gargantuan Aberration, Typically Neutral Evil

Proficiency Bonus: +6

Armor Class: 15 (natural armor)

Hit Points: 280 (16d20 + 112)

Speed: 50 ft., fly 100 ft.

STR – 27 (+8)
DEX – 10 (+0)
CON – 25 (+7)
INT – 24 (+7)
WIS – 15 (+2)
CHA – 24 (+7)

Saving Throws: Int +13, Wis +8, Cha +13

Damage Immunities: acid, poison

Condition Immunities: charmed, frightened, poisoned

Senses: darkvision 240 ft., passive Perception 12

Languages: Deep Speech, telepathy 240 ft.

Challenge: 18 (20,000 XP)

Legendary Resistance (3/Day): If the horror fails a saving throw, it can choose to succeed instead.

Unusual Nature: The horror doesn’t require air.

Actions

Multiattack: The horror makes one Bite attack and two Tentacle attacks.

Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) piercing damage.

Tentacle: Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 18 (3d6 + 8) force damage, and if the target is a creature, it is grappled (escape DC 18).

Until this grapple ends, the horror can’t use this tentacle against other targets. The horror has 1d8 + 1 tentacles, each of which can grapple one target.

Psychic Whispers (Recharge 5–6). The horror emits dreadful whispers in a 60-foot-radius sphere centered on itself.

Each creature in the sphere that isn’t an Aberration must make a DC 21 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one

Legendary Actions

The horror can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.

The horror regains spent legendary actions at the start of its turn.

Crushing Tentacle: The horror crushes one creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8) force damage on a failed save, or half as much damage on a successful one.

Poison Jet (Costs 2 Actions): Foul gas squirts from the horror in a 30-foot line that is 5 feet wide.

Each creature in the line must succeed on a DC 21 Constitution saving throw or take 14 (4d6) poison damage.

Teleport (Costs 2 Actions): The horror teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself.

Frequently Asked Question of Cosmic Horror

1. What Does Cosmic Horror Do In 5e?

Cosmic horrors are colossal, malevolent entities that occasionally slip the bonds of the Far Realm and find themselves adrift on the Astral Plane.

Drawn to the light of distant stars, these creatures invade Wildspace systems and lay waste to worlds.

After feeding on the minds and bodies of a world’s inhabitants until it is sated, a cosmic horror usually returns to the void, where it falls into a deep sleep, drifting aimlessly until hunger or some other stimulus awakens it.

2. Is Cosmic Horror Powerful Creatures In 5e?

Yes.

Cosmic horrors are among the most powerful creatures spawned by the Far Realm. No two of them have the same appearance, but they have certain qualities in common.

Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages.

3. What Languages Does Cosmic Horror Used?

Cosmic Horror mainly deep speech languages are uses and it can be uses telepathy within range is 240 feet.

4. Does Cosmic Horror Takes Legendary Action?

The horror can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The horror regains spent legendary actions at the start of its turn.

5. Where Get To Find Cosmic Horror In DND?

The Cosmic Horror can be find in sourcebook of Spelljamme Adventures In Space & currently 5th edition is available.

6. How Does Cosmic Horror Make Damages?

The horror emits dreadful whispers in a 60-foot-radius sphere centered on itself. Each creature in the sphere that isn’t an Aberration must make a DC 21 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one

I hope that you enjoyed this post about the Cosmic Horror and I hope that it was helpful to you. Thank you for taking the time to read this post.