Large Beast, Neutral Evil
Armor Class 14 natural armor
Hit Points 55 (7d10 + 20)
Speed 60 ft.
STR
18 (+4)
DEX
12 (+1)
CON
14 (+2)
INT
7 (-2)
WIS
12 (+1)
CHA
18 (+4)
Skills Intimidation +6
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 11
Languages Sylvan Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits
Corpse Stride.

Once on its turn, the corpse horse can use 10 feet of its movement to step magically into one creature's corpse within its reach and emerge from a second creature's corpse within 60 feet of the first corpse, appearing in an unoccupied space within 5 feet of the second corpse. Both corpses must be Medium or bigger.

 
Innate Spellcasting.

The lampad's spellcasting ability is Charisma (+6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: chill touch (see "Actions" below), gentle repose

Trampling Charge.

If the corpse horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the corpse horse horse can make another attack with its hooves against it as a bonus action.

Actions

Multiattack.

The corpse horse attacks twice with its hooves or chill touch.

Hooves.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 4 (1d4+2) necrotic damage. 
Chill Touch (Cantrip).

Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 9 (2d8) necrotic damage, and the target can't regain hit points until the start of the corpse horse’s next turn. If the target is undead, it has disadvantage on attack rolls against the corpse horse until the end of the corpse horse’s next turn.

Description

A horse with blue-green hide with the occasional red-brown accent. 

Habitat: Forest

carsonrye01

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