Large Monstrosity, Chaotic Evil
Armor Class 12 Unarmored
Hit Points 85 (9d10 + 36)
Speed
STR
19 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
7 (-2)
CHA
5 (-3)
Senses Darkvision 30, Passive Perception 8
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Aggressive. As a bonus action, a cursed can move up to its speed toward a hostile creature that it can see.

Infect. For each round the cursed beast scores one or more hits on an opponent with gore or a bite, the victim has a 5% chance of becoming a cursed. Once victims are infected, they can only be cured by a dispel magic, cure disease or remove curse spell. Without a cure, the victim becomes ill after two days, making all actions at disadvantage. On the third day, the victim goes mad from the torturous images they must endure. On the fourth day, the victim is fully a cursed and there is no saving them from their fate.

Actions

Gore. (Bull or Ox) or Hooves (Horse). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4).

Charge. (Bull or Ox) or Trample (Horse). Melee Weapon Attack (Requires 20 feet to charge): +4 to hit, reach 5 ft. (after 20ft. charge), one target. Hit: 17 (2d10+5).

Bite. Melee Weapon Attack: +6 to hit, Reach 5ft., one target. Hit: 6 (1d4+4).

Description

Cursed beasts are transformed large creatures such as horses or oxen that have been cursed in some way by dark powers or transformed by other cursed creatures. The cursed cannot be properly turned by clerics, but a “successful turn” forces them to be revolted and attack at disadvantage for the duration. The cursed are similar to zombies though they are not slow or dim-witted by any means. The cursed retain much of their former intelligence. Their memories and thoughts, however, are horridly dark and nightmarish.

battlehammersmith

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