Huge Fey, Chaotic Neutral
Armor Class 16
Hit Points 296 (13d12 + 4)
Speed 60 ft., Climb 60 ft.
STR
24 (+7)
DEX
22 (+6)
CON
18 (+4)
INT
8 (-1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +12, DEX +11
Skills Athletics +12
Condition Immunities Prone
Senses Passive Perception 12
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Mountaineer. The Chirin has a climbing speed equal to its movement speed and cannot be slowed by difficult terrain in a mountainous region. Additionally, the distance the Chirin can leap is doubled.

Charger. If the Chirin moves at least 10 ft. in a straight line immediately before attacking, it gains a +5 bonus to the attack damage roll for all attacks made against the target.

Wrath of the Lamb. While the Chirin has more than half its health it cannot use Braying Charge. When the Chirin falls below half health it can no longer use Harrowing Call but becomes able to use Braying Charge.

Actions

Multiattack. The Chirin makes three attacks using any combination of Gore and Headbutt.

Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage. 

Headbutt. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 7) bludgeoning damage. The target must make a Strength (Athletics) check against the Chirin or be pushed 10ft. away.

Reactions

Fortitude of the Feywild. If the Chirin took more than 30 damage this turn, it may use the following abilities at the end of the turn without expending its reaction:

Harrowing Call. Each creature the Chirin can see takes 5 (2d4) psychic damage. Additionally, the creature must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success.

Braying Charge. This ability can only be used while Wrath of the Lamb is active. The Chirin lowers its horns and charges at the creature that last hurt it. The Chirin charges in a 120 ft. line towards its target. Each creature in that line must make a DC 18 Dexterity saving throw, taking 35 (10d6) damage and falling prone on a failed save. On a successful save the creature takes half as much damage and does not fall prone. 

Description

Legends tell of a young lambs, forced to watch as wolves tear apart their kin while they stare helplessly on. Sometimes, one such lamb will grow indignant of its position as prey. When one of these creatures resists the yoke of its birth and ascends into a predator, it becomes a Chirin.

The Chirin resembles a ram, with its long curled horns and matted, wooly, fur. However, the body of the beast stands more than 10 ft. tall and is bound by rippling muscles. It's hooves are cracked and torn, resembling claws. Upon closer inspection it is found that the wool covering their body resembles barbed wire more than cotton and its thin, strained strands are wiry enough to cut away at most shrubbery and foliage. The Chirin's mouth is full of teeth that are long and sharp and its head is adorned with two long, black, and deadly horns.

Chirin will often lord over huge stretches of mountainous and wooded terrain. They care not for civilization, or beings that come from it. Because of this, they often avoid most civilized creatures. Naturally, the prey of a Chirin is wolves. While hunting it will often howl loudly in an attempt to draw out its prey before attacking. This practice leads to rather peaceful stretches of nature that are safe to pass through, so long as the beast isn't agitated.

Previous Versions

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Monster Tags: fey

Habitat: Mountain

Relore

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