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## Ghour
The Ghour are a race of demons in the service of the demon lord Baphomet. Tools of their masters will, the are often found in the company of Minotaurs, Ogres, and Giant. ***Demonic Visage.*** Resembling an especially muscular cross between and ogre and a minotaur, ghour stand up to 20 feet tall, with a thick hide and beastial features. Their horns are often more twisted and menacing than that of a minotaur. ***Furious Foe.*** Ghour are fearsome foes, charging headlong into combat with a roar so terrifying it can leave its foes frozen in fear. Swinging fists and piercing with horns, a ghour can often be found with a foe impaled on its horns while it continues to battle. ***Favour of Baphomet.*** Caution should always be shown when a Ghour is present in a group of giants, ogres, or minotaurs, as the ghour are seen as a blessing from Baphomet, and hostile action will almost certainly invoke the ire of Baphomet himself.
___ ___ > ## Ghour >*Large fiend (demon), chaotic evil* > ___ > - **Armor Class** 14 (natural armour) > - **Hit Points** 110 (13d10 + 39) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|11 (+0)|17 (+3)|5 (-3)|+13 (+1)|11 (+0)| >___ > - **Saving Throws** Str +10, Con +9 > - **Skills** Intimidation +8 > - **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** Abyssal > - **Challenge** 11 (7,200 XP) > ___ > > ***Charge.*** If the ghour moves at least 20 feet straight towards a target and then hits it with a horn attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone. > > ***Magic Resistance.*** The ghour has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The ghour makes three attacks: two with its fist, and one with its horns. If the ghour hits the same target with all three attacks, it may use gore against that target as a bonus action. > > ***Fist.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage. > > ***Horns.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage. > > ***Gore.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 26 (4d10 + 4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17) and restrained. The ghour can grapple one creature this way, and can't gore another target while doing so. > > ***Noxious Breath (Recharge 6).*** The ghour exhales nexious gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. > > ***Roar (Recharge 6).*** The ghour emits and ear-splitting roar. Each creature within 60 feet of the ghour that can hear it must succeed on a DC 15 Constitution saving throw or be stunned and deafened for 1 minute. If the save fails by 5 or more, the target is paralyzed for 1 minute, and deafened permanently. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Created by u/1d6Adventurers for /r/MonsteraDay Artwork by [Kekai Kotaki](http://www.kekaiart.com/guild-wars-2.html)