||The coven horror is the result of multiple witches who made pacts with a demon and failed to live up to their end of the agreement. The witches are fused along with the waiting bodies of the children they sacrificed in the name of the demon in order to constantly remind them of their failure. Each head of the horror is in control of the main trunk, but they will frequently snap at either of the two other heads if they feel the other is too close to their own head. The horror is left to wander the abyssal realm, spreading agony and despair throughout. They will take any chance to escape to the primal material plane so they can spread terror and death, believing that fulfilling their original pact by killing anyone they come across will release them from the tormented.
The witches that made up this monstrosity will always remember the demon that bound them together. While prone to quickly attacking the first thing they see in the hope they release their bond, the three witches will occasionally listen and help those who promised to show them to their demon Lord. Covered horrors are fickle, each of the heads constantly coming up with a way to free themselves, the most common choice being to kill those nearest to them in order to gain favour for the demonic binding. Most demons fear these abominations, tending to steer clear of them through the abyssal plain.
Wails of the unborn: humanoids within 60 foot of the horror that can hear have a -1 shift on saving throws to maintain concentration.
Magic resistance: the horror has +2 shift to saves again spells and other magical effects.
Gaze: The horror can make one gaze attack at random per head per round, choosing one target could see within 60 feet. (non are magic effects
Gaze of agony: the target creature must make an Endurance saving throw or is hindered by intense pain to the entire body, any skill roll must also be less or equal to the character’s Willpower, otherwise the attempt fails, and they moan or scream in pain.In addition a random location takes 1d6 damage due to pain through armour (this cannot cause the effects of a serious or mortal wound, only take it to 1 HP off that injury status.)
Gaze of lethargy: The target creatures must make a Willpower throw on failure target comes under the effects as if of a slow spell. This effect lasts for one minute. The creature came repeat the save at the end of each round, ending the effect on a success.
Gazer of despair: the target creature must succeed in a Willpower saving throw, on a failed save the target becomes overwhelmed with despair for one minute and has a -1 shift on all rolls. The creature came repeat the save at the end of each round, ending the effect on a success.
AP and resistance does not apply to silver or holy weapons, AP still applies to magic ones, but resistance is lost.