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Black Horn

Black Horn CR: 4

Large fiend, chaotic neutral
Armor Class: 13
Hit Points: 67 (9d10 + 18) 9d10+18
Speed: 60ft ft

STR

18 +4

DEX

16 +3

CON

15 +2

INT

7 -2

WIS

10 +0

CHA

16 +3

Senses: Darkvision 60ft, Passive Perception 12
Languages: Understands Common and Infernal but doesn’t speak
Challenge Rating: 4

Charge: If the black horn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. if the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Magic Resistance: The black horn has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The black horn makes two attacks: one with its hooves and one with its horn.

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage.

Teleport (1/Day): The black horn magically teleports itself and up to two willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the black horn is familiar with, up to 1,000 miles away.

Summon Shadows (1/Day): Up to three shadows appear in unoccupied spaces within 30 feet of the black horn and remain for 1 hour or until destroyed. Shadows summonsed in this way roll initiative and act in the next available turn. The black horn can have up to three shadows summoned by this ability at a time.

Genetic Ancestor(s)

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