Lightning Absorption. Whenever the Cernunnos is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Multiattack. Cernunnos makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 16), and the it uses its Engulf on it.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) bludgeoning damage.
Engulf. The Cernunnos engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 16 Constitution saving throw at the start of each of Cernunnos’ turns or take 13 (2d8 + 4) bludgeoning damage. If Cernunnos moves, the engulfed target moves with it. Cernunnos can have only one creature engulfed at a time.
Mythic Action 1: Possessive Rot. Upon death Cernunnos can infect a living creature it has engulfed. The creature must be engulfed at the time Cernunnos’ hit points reach 0. The creature must be living and make a DC 20 Wisdom saving throw or be possessed by the essence of Cernunnos.
Mythic Action 2: Overgrown. When Cernunnos is healed either by consuming a twig blight or by it’s lightning absorption, he gains the enlarge effect from the enlarge/reduce.
Mythic Action 3: Decaying Aura. Each creature that is not a construct or undead that ends its turn within 30 feet of Cernunnos takes 14 (4d6) necrotic damage.
Description
Cernunnos is known by many ancient names, The Horned One, The King in Green, and Lord of the Hunt to name a few. He faded however as his followers died out, and the world forgot him. Cernunnos slowly became a lord of resentful and full of hate.
When the dark powers of the four horseman were unleash from their ancient prison, by treasure hungry adventurers, Famine found Cernunnos deep in the ground. It merged with the fading demigod and transformed him from a large horned being of beauty and grace, into a mangled thicket of thorns and rot.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Cernunnos takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- A tremor shakes the lair in a 60-foot radius around Cernunnos. Each creature other than him on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- A twig blight Cernunnos can see within 40 feet of him is consumed and its life force transfered back to Cernunnos, healing him for the creatures remaining hit points.
Previous Versions
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9/21/2021 9:18:02 AM
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Coming Soon
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