Charge. If the chevall moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Change. Can change at will between two forms, intelligent horse or powerful chevall.
Language Command. Can command any horse unless it is a paladin war horse or an unusual mount with average intelligence or higher.
Harm. Can only be harmed be a silver weapon or magical weapon +1.
Summoning. Once a day can magically summon 1d3 medium war horses which arrive in 1d4 rounds.
Multiattack. The chevall makes two attacks: one with its greatclub and one with its hooves or two with its longbow.
Greatclub. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Bite. Melee Weapon Attack: +6 to hit, reach 2 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Description
A chevall has the body of a great horse topped by a humanoid torso, head, and arms. Reclusive wanderers, they avoid conflict but fight fiercely when pressed. Can change into horse form at will. Can carry no more than 260 pounds and still travel at full speed.
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