Medium Monstrosity, Neutral Evil
Armor Class 16 Natural Armour
Hit Points 82 (15d8 + 15)
Speed 35 ft.
STR
14 (+2)
DEX
19 (+4)
CON
13 (+1)
INT
9 (-1)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws DEX +6, CHA +7
Skills Perception +2, Stealth +6
Damage Resistances Necrotic
Condition Immunities Charmed, Frightened
Senses Darkvision 120ft, Passive Perception 14
Languages Cannot speak but understands any languages the original humanoid knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Maddening Gaze. If a creature starts its turn within 30ft of the Cernunnos and the two of them can see each other, the Cernunnos can force the creature to make a Wisdom saving throw (Various DC see Table 1) if the Cernunnos isn’t incapacitated. On a failed save, the creature is under the effect of one of the conditions of the madness tables below- this changes on the number of failed saves the creature has of made. On a failure the effect takes hold until the curse ends or until a spell is cast that removes curses, unless otherwise stated. If the creature fails a saving throw they cannot be affected by the gaze until the curse’s effect ends, naturally or otherwise.

Innate Spellcasting (Psionics). The Cernunnos’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no components:

3/day each: Tree stride

Spellcasting. The Cernunnos’ spell casting ability is Charisma (spell save DC 15, +5 to hit with spell attacks). The Cernunnos has the following spells prepared:

Cantrips (at will): Thornwhip +4 to hit, 2d6 piercing damage

1st level (4 slots): Entangle, Longstrider

2nd level (3 slots): Pass without a trace, Hold Person

Table 1

Number of Failed saves

DC

effect

0

10

Table 2

1

10 with disadvantage

Table 2

2

15

Table 3

3

15 with disadvantage

Table 3

4

19

Table 4

 

Table 2

d100

Lasts 1d10 minutes

01-20

Becomes paralyzed until curse ends of takes damage

21-30

Becomes incapcitated and spends duration screaming, laughing or weeping

31-40

Becomes frightened of the Cernunnos

41-50

Begin babbling uncontrollably- cannot speak coherently- unable to cast V spells

51-60

Attack nearest companion until effect ends- save again if take damage

61-70

Vivid hallucinations- disadvantage on Ranged and Melee attacks

71-80

Under the effect of the Command spell for duration, can make another saving throw when take damage

81-90

Stunned- save again on taking damage

91-100

Unconscious- drop to 0Hp

 

Table 3

d100

Lasts for 1d10 hours

01-10

Become obsessed over a particular phrase you constantly repeat in your head- disadvantage on Wisdom ST and checks

11-20

You suffer hallucinations you believe to be real. Disadvantage on Melee and ranged attacks and on checks involving sight

21-30

You feel extreme paranoia, disadvantage on Wisdom and charisma checks and saving throws

31-40

Intensely revolted by running water

41-45

Believe wholeheartedly that you are under the effects of invisibility

46-55

High pitched wine enters your eardrums, it is all you can hear- you are deafened

56-75

Experience uncontrollable tics and tremors, disadvantage on strength and dexterity ST, checks and ranged and melee attacks

76-85

Partial amnesia- you forget everything but your own name and the fear you felt about the Cernunnos.

86-90

Under the effect of the confusion spell.

91-95

Your mouth feels heavy and it seems like you have forgotten how to speak, cannot cast V spells

96-100

Fall unconscious but cannot be awoken until the duration ends or greater restoration is cast.

 

Table 4

On the final failed save (DC19) the creature is driven by the overwhelming urge to consume living flesh. All beings that surround the creature seem hostile to them and every living being seems so delicious to the creature. This curse does not end- in 7 days the creature will become one of the Wandering Cernunnos and once the 7 days have past there is nothing anyone can do to revert back to their original form. However if within those 7 days a spell is cast on the creature that removes a curse the process is halted and the curse is lifted. If a creature cured of the curse sees a Wandering Cernunnos again the DC to succeed remains at 19.

Actions

Multiattack. The Cernunnos makes two attacks with its claws

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) slashing damage


Gore. Melee Weapon Attack: +4, reach 5ft, one target. Hit: 11 (2d8 + 2) piercing damage with antlers.

Reactions

Riposte. When a creature misses with a Melee attack, the Cernunnos can use its reaction to make the creature make a Wisdom Saving throw (DC 15) on a failed save the creature takes 2d10 necrotic damage and is pushed back 15ft from the Cernunnos. On a successful save the creature takes half as much damage and is pushed back 5ft.

Description

Wandering Cerununnos

These mysterious entities have been rumoured to hunt around forest areas. Montrosities of unknown origin that grew from the corrupted bodies of humanoids. Those who remember seeing them recall a deep madness which seemed to haunt them. Those who have survived the encounter coherently, describe the humanoid bodies, completely naked but with no suggestion of gender, and the disturbing head of a stag, antlers creating an intimidating figure, eyes glowing bright blue and seem to never blink. Mist rotates around the figure, blowing from the nostrils of the grotesque stag's head.

Aura: Many recall that upon seeing the Cernunnos that the air around them grew cold and sound seemed muffled and distant. Their ears would only pick up on the slow breaths of the figure and the dull high pitched whine that filled their eardrums

Bestial Instincts: A Wandering Cernunnos only has two goals in its mind; 1) To eat living flesh and 2) to create more of its kind- which is done by cursing through its maddening gaze.

Flickering Fight: The Wandering Cernunnos prefer to move with ease around their opponents, letting their maddening gaze weaken their prey before they are consumed. They enjoy the slow hunt and watching their prey be driven slowly insane, often haunting those that survive them. They will run when desperate as they tend to be solitary hunters.

Monster Tags: monstrosity

Habitat: Forest

HatchBeauChamp

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