Large Monstrosity, Chaotic Evil
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Damage Vulnerabilities Radiant
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Charge. If the chironex moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting. The chironex's innate spellcasting ability is Charisma (spell save DC 14). The chironex can innately cast the following spells, requiring no components:

At will: detect evil and good, prestidigitation, pass without trace

1/day each: fear, dispel evil and good, entangle

Magic Resistance. The chironex has advantage on saving throws against spells and other magical effects.

Magic Weapons. The chironex's weapon attacks are magical.

Actions

Multiattack. The chironex makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 7 (2d6) necrotic damage.

Death Touch (3/Day,  Bonus Action). The chironex exudes necrotic energy with its horn. The chironex's next horn attack that hits, deals an additional 11 (2d8 + 2) necrotic damage. In addition, the target must succeed on a DC14 constitution saving throw or suffer a point of exhaustion.

Teleport (1/Day). The chironex magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the chironex is familiar with, up to 1 mile away.

Legendary Actions

The chironex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The chironex regains spent legendary actions at the start of its turn.

Hooves. The chironex makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). The chironex creates a shimmering, magical field around itself. The chironex gains a +2 bonus to AC until the end of the chironex's next turn.

Heal Self (Costs 3 Actions). The chironex magically regains 11 (2d8 + 2) hit points.

Habitat: ForestUnderdark

Ninjaniall

Comments

Posts Quoted:
Reply
Clear All Quotes