Charge. If Zlatorog moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Horn Illumination. As a bonus action, Zlatorog can cause its horns to glow or not. While glowing, the horns shed bright light in a 20-foot radius and dim light for an additional 20 feet.
Incorporeal Jaunt. When Zlatorog moves, it becomes temporarily incorporeal. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object.
Mountain Camouflage. Zlatorog has advantage on Dexterity (Stealth) checks made to hide in mountain terrain.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Gold Horn (Recharge 5–6). Zlatorog's horns glow with blinding light. Creatures in a 15-foot cone originating from Zlatorog must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A creature blinded by this effect makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Spirit Conduit. When a creature dies within 30 feet of Zlatorog, its spirit possesses Zlatorog and the previous spirit is released, incapacitating Zlatorog for up to 1 minute. During this time, the spirit is affected by the speak with dead spell, speaking through the Zlatorog’s mouth.
Ghostly Slip. When it is targeted by an attack or spell or is grappled or restrained, Zlatorog becomes momentarily incorporeal. It gains resistance to any damage that isn’t force and ends any grappled or restrained conditions on itself.
Description
Zlatorog is a great white ibex with golden horns.
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