Bahji: Large Beast (nonalined)
St;18(+4),Dx;20(+5),Cn;20(+5),It;4(-3),Ws;10(+0),Ch;8(-1)
AC;18(Natural Amour)
HP;70 (6d8+5)
CR;2
The Bahji is a large beast used as domestic stock by some races and societies. They are as strong as horses but are quite irascible in personality. They roam wild throughout many of the Southern and Eastern wild lands.
Bahji resemble a cross between a large horse and an Eland (Antelope). They have two long spiraling horns protruding from their heads and a mouth filled with powerful, sharp teeth. The Bahji have massive cloven hooves (like a bull) , and equally massive paws with sharp claws (like a lion).
Bahji are Omnivores and will eat just about anything. Once trained, they are unerringly loyal,so much so that a Bahji will kill to protect their owner.
Charging attack; the Bahji can charge an opponent, using it's horns to gore similar to a Minotaur. This attack does 2d10 damage and the opponent is knocked back 10',or knocked prone and stunned for 2-4 rounds. The opponent take 1d4 bleeding damage per round until the wounds are bound.
Bite; the Bahji can bite for 2d4 damage.
Claw; the Bahji makes two claw attacks for 2d4 damage each.
Bahji: Large Beast (nonalined)
St;18(+4),Dx;20(+5),Cn;20(+5),It;4(-3),Ws;10(+0),Ch;8(-1)
AC;18(Natural Amour)
HP;70 (6d8+5)
CR;2
The Bahji is a large beast used as domestic stock by some races and societies. They are as strong as horses but are quite irascible in personality. They roam wild throughout many of the Southern and Eastern wild lands.
Bahji resemble a cross between a large horse and an Eland (Antelope). They have two long spiraling horns protruding from their heads and a mouth filled with powerful, sharp teeth. The Bahji have massive cloven hooves (like a bull) , and equally massive paws with sharp claws (like a lion).
Bahji are Omnivores and will eat just about anything. Once trained, they are unerringly loyal,so much so that a Bahji will kill to protect their owner.
Charging attack; the Bahji can charge an opponent, using it's horn to gore similar to a Minotaur. This attack does 2d10 damage and the opponent is knocked back 10',or knocked prone and stunned for 2-4round. The opponent take 1d4 bleeding damage per round until the wounds are bound.
Bite; the Bahji can bite for 2d4 damage.
Claw; the Bahji makes two claw attacks for 2d4 damage each.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Bahji: Large Beast (nonalined)
St;18(+4),Dx;20(+5),Cn;20(+5),It;4(-3),Ws;10(+0),Ch;8(-1)
AC;18(Natural Amour)
HP;70 (6d8+5)
CR;2
The Bahji is a large beast used as domestic stock by some races and societies. They are as strong as horses but are quite irascible in personality. They roam wild throughout many of the Southern and Eastern wild lands.
Bahji resemble a cross between a large horse and an Eland (Antelope). They have two long spiraling horns protruding from their heads and a mouth filled with powerful, sharp teeth. The Bahji have massive cloven hooves (like a bull) , and equally massive paws with sharp claws (like a lion).
Bahji are Omnivores and will eat just about anything. Once trained, they are unerringly loyal,so much so that a Bahji will kill to protect their owner.
Charging attack; the Bahji can charge an opponent, using it's horn to gore similar to a Minotaur. This attack does 2d10 damage and the opponent is knocked back 10',or knocked prone and stunned for 2-4round. The opponent take 1d4 bleeding damage per round until the wounds are bound.
Bite; the Bahji can bite for 2d4 damage.
Claw; the Bahji makes two claw attacks for 2d4 damage each.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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