Orcadian Horseman

Huge Monstrosity, Chaotic Evil
The Orcadian horsemen are beings of pure evil. Their namesake being derived from their ghastly appearance. The body of a horse, with the torso of what appears to be a humaniod fused onto the horse’s back. Long, deadly claws slowly scrap upon the ground. They drag their skinless forms across the land. Feeding on the Suffering and Malice of the World. Wherever there is tragedy, a few of these vicious creatures will always be lurking in the shadows   Hp: 9d10+40 (95)
AC: 20 (Natural Armor)   Str: 22 (+6)
Dex: 12 (+1)
Con: 20 (+5)
Int: 18 (+4)
Wis: 14 (+2)
Cha: 8 (-1)
Skill Profs: Stealth, Athletics, Intimidation
Saves: Str, Con, Int   Damage Resistances: Fire
Damage Immunities: Non Magical BPS, Poison
Condition Immunities: Charmed, Frightened   CR: 9   Traits
Intimidating Visage: All creatures who start their turn within 60ft and have line of sight of the Horseman, must make a DC 17 wisdom saving throw at the start of their turn. On a fail, they are frightened of the Hoseman. If a creature passes, they are immune to this effect for 24 hours   Fear of Freshwater: Whenever the Horseman is confronted with a body of Freshwater, it acts as if it is under the frightened condition, with the source of water being the source of fear   Actions
Multi Attack: The Horseman makes 2 claw attacks   Claw: Melee, +10 to hit, 10ft reach, 2d8+6 Slashing. A creature is automatically grappled on a hit   Feed on Fear (Recharge 5-6): The Horseman can choose a number of creatures it can see within 60ft of it that are frightened of it. Those creatures must make a DC 17 Wisdom save, taking 8d8 physic damage on a fail, and half on a success. The Horseman has advantage on all attacks against the frightened creatures who failed until they are no longer frightened    

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