Red-Horn
Large Celestial, chaotic evil
- Armor Class 14 (natural armor)
- Hit Points 142 (6d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 9 (-1) 7 (-2) 18 (+4)
- Damage Immunities poison
- Damage Resistances radiant, necrotic
- Condition Immunities poisoned, charmed, frightened, paralyzed
- Senses darkvision 60 ft., passive Perception 9
- Languages Common, Infernal, Celestial
Charge. If Red-Horn moves at least 20 feet in a straight towards a target and then hits with a horn attack on the same turn, the target takes an extra 8 (2d8) necrotic damage and must then succeed a DC 15 Constitution saving throw or be grappled (gored) on Red-Horn's horn.
Drain Life (3/day). When Red-Horn hits a creature with its horn attack, it may choose to heal half the damage it dealt.
Actions
Multiattack. Red-Horn makes two attacks with horn and/or hooves.
Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 4 (1d8) necrotic damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.
Bonus Actions
Wave of Desolation. Creatures in a 15 foot cone must succeed a DC 15 Constitution saving throw or take 2d6 necrotic damage and involuntarily stumble backward 10 feet. On a successful, they take half damage and do not stumble backward
Reactions
Vile Whispers. As a reaction to being hit by a melee attack, the attacker must succeed a DC 15 Wisdom saving throw or use their reaction to make a melee attack against another creature.
Villain Actions
Odious Braying. - All creatures within 30 feet that can hear Red-Horn must succeed a DC 15 Intelligence saving throw or find their thoughts invaded and befuddled for 1 minute. An affected creature must roll a d20 when attempting to make an attack or cast a spell. On a roll of 11 or higher, the attack or spell fails.
Wall of Pain. - Red-Horn moves 30 feet in a straight line without provoking attacks of opportunity. Creatures within 5 feet of the line must succeed a DC 15 Dexterity saving throw or take 2d6 fire damage, as the ground swells grotesquely, and erupts outward in a 15 foot tall wall of fire. Due to the otherworldly nature of the flames, damage taken from this flame can only be healed after a long rest.
Mind Blow. - Red-Horn chooses up to two targets, the targets must succeed a DC 15 Wisdom saving throw or be Dominated by Red-Horn. A dominated creature acts on Red-Horns turn, and he may use a Bonus Action to issue commands to each Dominated creature. An affected creature may repeat this save at the end of each of their turns, a successful saving throw frees the creatures mind.
credit: Simon Torcasio https://www.fiverr.com/simonetorcasio