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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. > >\columnbreak > ### 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. > <img src='https://cache.desktopnexus.com/cropped-wallpapers/2579/2579076-1536x864-[DesktopNexus.com].jpg?st=LRj0CwfX7fWaRS300EPdAA&e=1608299329' style='height:280px;width:689px;mix-blend-mode:darken' /> credit: Simon Torcasio https://www.fiverr.com/simonetorcasio