Mikillhorn
Mikillhorn CR: 5 (1,800 XP)
STR
21 +5
DEX
8 -1
CON
20 +5
INT
2 -4
WIS
12 +1
CHA
6 -2
Siege Monster. The Mikilhorn can deal double damage to buildings and structures. Ice Walk. The Mikilhorn can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Reckless. At the start of its turn, the Mikilhorn can choose to have advantage on its attack rolls. Attacks against it have advantage until the start o fits next turn Charge. If the Mikilhorn moves at least 20ft. straight towards a creature and then hits it with a gore attack on the same turn, the target takes an additional 13(2d12) damage. Aggressive. The Mikilhorn can move up to its movement speed as a bonus action to move towards a hostile creature Relentless. If the Mikilhorn is reduced to 0 hitpoints, it can make a DC 10 Constitution saving throw. If it succeeds, it drops to 1 hitpoint instead. Each time it uses this feature after the first, the DC increases by 5. The DC resets to 10 after a short or long rest.
Actions
Gore. Melee Weapon Attack, +8 to hit , 5ft., one target. Hit: 18 (2d12+5) piercing damage. If the target is a creature, it must succeed a DC 16 Strength saving throw or be knocked prone on a failed save. As a bonus action, it can gore a creature that is knocked prone Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 13 (2d6 + 6) bludgeoning damage
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