Large Monstrosity, Chaotic Good
Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft.
STR
10 (+0)
DEX
11 (+0)
CON
19 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +8
Senses Darkvision 60 ft., Passive Perception 18
Languages Common Only speaks from the knight's head
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Actions

Multiattack. The coolmera makes three attacks: one with its bite, one with its horns, and one with its claws. When its Compelled Duel is available, it can cast the spell in place of its bite or horns.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Compelled Duel (Recharge 5–6). The knight will bellow a challenge at a creature, casting Compelled Duel on it (Wisdom saving throw, DC 15).

Description

A coolmera is a magically-induced combination of goat, lion, and a knight fused with his armor, and features the heads of all three of those creatures. It likes to avoid civilization and hide far away from humanoids, like a hermit. However, if danger to a being is presented to the coolmera, it will do what it can to help the being out of said danger.

Habitat: GrasslandHillMountainUnderdark

TonyTheScavver

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