Charge. If the blazehorn moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or fall prone.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Firebomb (Recharge 5–6). The blazehorn launches a ball of flaming tar at a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, the target takes 7 (3d4) fire damage and ignites. If the save is successful, the target takes half as much fire damage and doesn’t catch fire. An ignited creature takes 2 (1d4) fire damage at the start of each of its turns. A creature can use its action to repeat the save, extinguishing the flames on a success. Flammable objects in the area also catch fire.
Defensive Launch. When the blazehorn drops to fewer than half its hit points, it recharges Firebomb and uses it immediately. It targets the source of the damage that triggered this reaction if possible.
Description
“I’m sure some alchemist’s to blame for this.”
Flame Throwers. Blazehorns are hulking, hoofed mammals whose bodies produce a substance like alchemist’s fire. A blazehorn can launch this volatile material from a hump on its back. With an unending supply of fire, blazehorns love spreading destruction. Their young thrive in burned areas, feeding on scorched plant material, burnt resinous trees, and ash.
Destruction Untamed. Numerous alchemists have sought to tame blazehorns to simplify the creation of their volatile elixirs. Every attempt has ended in failure. The fiery nature of a blazehorn has proven impossible to curb for long.
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