Large Beast, Unaligned
Armor Class 15 (natural armor)
Hit Points 38 (4d10 + 16)
Speed 70 ft.
STR
12 (+1)
DEX
16 (+3)
CON
18 (+4)
INT
4 (-3)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws WIS +2
Skills Perception +12
Damage Vulnerabilities Necrotic
Damage Immunities Radiant
Condition Immunities Frightened, Paralyzed, Petrified, Poisoned, Restrained
Senses Passive Perception 12
Languages understands Druidic, Celestial, and Sylvan, but cannot speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Regeneration. The hind regains 5 hit points at the start of its turn. If the troll takes necrotic damage, this trait doesn't function at the start of the hind's next turn. The hind dies only if it starts its turn with 0 hit points and doesn't regenerate.

Trampling Charge. If the hind moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

Innate Spellcasting. The hind's spellcasting ability is Wisdom (spell save DC 10). The deva can innately cast the following spells, requiring only verbal components:

At will: Cure Wounds, Invisibility

3/day each: Expeditious Retreat, Lesser Restoration

1/day each: Greater Restoration, Raise Dead

Actions

Gore. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. 

Trample. Melee Weapon Attack: +3 to hit, reach 5 ft., one proneHit: 12 (2d10 + 2) bludgeoning damage. 

 

 

Description

Rare and highly elusive creatures, golden hinds are often sought after for the innate healing properties, and nigh immortality. Though their primary means of dealing with danger is to escape, they can harm would be captors lacking experience and resolve.

Habitat: ForestHill

SomeGuy223

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