Devastating Charge. If the chort moves at least 20 feet straight toward a target and then hits it with an antler attack on the same turn, the target takes and extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone, in which case the chort can make another attack with its claws against it as a bonus action.
Regeneration. The chort regains 10 hit points at the start of its turn if it has at least 1 hit point.
Multiattack. The chort use its Third Eye and makes two claw attacks.
Antlers. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 20 (3d8 + 7) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 21 (4d6 + 7) slashing damage.
Third Eye. The chort magically forces a creature it can see within 60 feet of it to make a DC 15 Charisma saving throw. If it fails, it comes under one of the following effects, chosen at random:
1. Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
2. Panicked. The target is frightened. On each of its turns, the frightened creature must take the Dash action and move away from the chort by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from the chort where it can no longer see it, this effect ends.
3. Sickened. The target has disadvantage on attack rolls and ability checks. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Morvudd
These denizens of dark and ancient woods are some of the most dangerous monsters known to man. Morvudds are walking mountains of muscle capped with horned, tooth-filled heads. Like their smaller cousins, chorts, they live in thick forests, swamps and bogs. When possible, they avoid humans, but when confronted, they kill them — and without much difficulty.
Mistaken Folktale. Legends often mistake morvudds for sylvans, ascribing to them the ability to speak, stand on two legs, gobble up cabbage, play pranks and work mischief around the household. The arrival of a true morvudd in a region soon puts an end to such tales. The creatures do not speak, at best communicating with each other through grunts, snorts and moans. They get about on four legs, and as for their "mischief"... they destroy farmsteads, devouring anything that can be devoured, including cabbage, if such is available, but also extending to poultry, pork, the family dog, and then the family itself.
Hulking Menace. Their size alone makes morvudds and chorts extremely dangerous — one blow from their powerful paws can kill a knight along with its fully-armored mount. Their enormous heft also makes them almost invulnerable to mundane weapons; the only sure way to put them down is magic and enchanted weapons. Furthermore, any wounds they receive heal at lightning speed. When a morvudd is gravely wounded, it will fight with increased aggressiveness, caring little for its own security while it deals tremendous damage to what stands in its path. Morvudds are cunning fighters: if they are gravely wounded, they will retreat, counting on their regenerative ability, and charge back into the fight, completely healed.
Third Eye. As if they weren't already tough enough, morvudds need not rely on their strength and stamina alone when fighting. Inexperienced hunters assume that the only danger coming from morvudds is physical, they will die in the seconds that follow. Morvudds can call on a more refined weapon: the third eye located in the center of their forehead. They can use it to impede their prey with an array of powers. When this occurs, their victim does not see anything beyond this single burning eye — the last thing they see before their death. The morvudd’s third eye defines this monster as a force with which to be reckoned.
Controversial Origin. Many theories abound on the origins of morvudds. The most popular ones give them a demonic ancestry, but truthfully none has ever be seen collaborating with demons or devils. Others believe them to have originated from the Feywild, basing this assumption on the somewhat similar powers they share with fomorians. It's true that these twisted giants have been known to take "pets", but imagining that the ferocious morvudds could have ever been one of them is a conclusion that few are willing to make.
Chort
Chorts are the somewhat smaller kin of morvudds. Yet any adventurer who thinks their diminutive stature means they present no danger commits a grave error — the kind that can end his career permanently. Chorts fight with little finesse, running straight towards their opponent and trying to mow him to the ground with the force of their charge. After downing their foe, they bite, kick, and strike with their clawtipped paws.
Third Eye of a Morvudd
The third eyes of morvudds and chorts are powerful magically charged organs. This disturbing appendice doesn't die with the morvudd. It's still alert even after the creature's death. If harvested from the corpse of the creature, it can be used as an alternative spell component. The third eye can be consumed to substitute any magical component of up to 5,000 gold pieces value; the eye is destroyed in the process. For this reason many wizard will pay a good price for it and some particularly brave and skilled hunters have made a lucrative carrier out of hunting the monster.
Optional: Curse of the Restless Eye.
When a morvudd dies, the nearest intelligent creature to its body must make a DC 18 (DC 15 for a chort) Wisdom saving throw. In case of failure, the creature gains a form of indefinite madness: "I must keep the eye at all cost; it's now my most treasured possession".
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