Trampling Charge. If the bull moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the bull can make one stomp attack against it as a bonus action.
Keen Smell. The bull has advantage on any Perception (Wis) checks that use smell.
Legendary Resistance. (3/day) If the bull fails a saving throw, it can spend one use of Legendary Resistance to succeed instead.
Magical Weapons. The bull's weapons are considered magical.
Innate Spellcasting. The bull is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The bull is an innate caster and requires no components to cast its spells (verbal, somatic or material). The Bull has the following sorcerer spells prepared:
Cantrips (at will): Shocking Grasp (Shocking Gore), Sword Burst (Angry Spirits), Acid Splash (Gob of Spit)
1st Level (4 slots): Absorb elements, Earth Tremor, Thunderwave, False Life
2nd Level (3 slots): Mirror Image, Scorching Ray, Maximillian's Earthen Grasp
3rd Level (3 slots): Dispel Magic, Hypnotic Pattern, Thunderstep
4th Level (3 slots): Fire Shield, Freedom of Movement
5th Level (1 slot): Synaptic Static
Multiattack. The Bull may make two attacks, each one with either its Gore or Stomp.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Shocking Gore. Melee Spell Attack: +8 to hit, reach 5 ft., Hit: 12 (3d8) lightning damage. A creature that is hit by this attack may not use reactions until the start of their next turn.
Angry Spirits. Melee Spell: Creatures within 5ft of the bull must succeed on a DC 16 Dexterity save or take 9 (3d6) force damage.
Gob of Spit. Ranged Spell Attack: targets up to two creatures within 5ft of each other and 60ft of the bull, Targets must succeed on a Dexterity saving throw or take 9 (3d6) acid damage.
Legendary Actions. The bull can take 3 legendary actions a round, choosing from the options below:
Gore. The bull makes one gore attack.
Cast a Spell. (1 action per level of spell cast) The bull may cast a spell of 3nd level or lower, using a spell slot as usual
Blurred Movement. The bull moves up to its walking speed without provoking opportunity attacks.
Lair and Lair Actions
On initiative count 20 (losing ties), the bull can take a lair action to cause one of the following effects. The bull cannot perform the same action two rounds in a row.
- Blood Glory- Creatures at less than half HP remaining gain the effect of the Bless spell for this round.
- Frustrated Stomp- The bull stomps one hoof, eliciting a thunderous boom all around it. Creatures within 10 feet of the bull must succeed on a DC16 Constitution saving throw or take 8 (2d8) thunder damage.
- Sandstorm- The fighting has kicked up loose rocks and dirt, making it difficult to see. The bull causes a sandstorm to rise up in a 20ft radius circle centered on a point it can see within 120ft. Creatures in the sandstorm must succeed on a DC12 Strength check or be knocked prone. The sandstorm causes this area to be heavily obscured and is difficult terrain for any creatures passing through it.
- Too Angry to Die- The bull lets out an angry bellow and heals 12 (4d4+4) HP.
Previous Versions
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5/19/2022 7:02:46 PM
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Coming Soon
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