Action Oriented Evil Unicorn

by TyphosTheD

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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

 

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