Horned Shield. The beast can use its barked antlers to create a 20 ft high and 10 ft wide shield in front of itself for 1D4 turns, during which time any creatures in a 5ft radius must make a Dexterity saving throw or take 2D6 damage.
Spellcasting. The Black Hyde Beast is able to cast the spell Wrath of Nature once per long rest.
Wrath of Nature
A spell from Xanathar's Guide To Everything
Evocation
Level: 5
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Slashing Antlers. Melee Attack: +5 to hit, reach 10ft., 2 target. Hit: 1D10 + 2 Slashing damage per antler.
Hooved Trample. Melee Attack: +5 to hit, reach 5ft., 1 target. Hit: 2D8 + 4 bludgeoning damage.
Antlered Fury. As a reaction the creature is able to attempt to impale a foe within 5ft using its antlers +5 to hit, 1D10 damage.
Description
The Black Hyde Beast is a creature who’s existence is known only to a select few that dare encounter the murky hills of its domain, and those that know of it do no more than to whisper it’s name.
Its 4 legged body is muscled with a thick priceless black pelt, it’s antlers long acquainted with the trees around it now resembling razor sharp leafless branches. A pair of white eyes that rock fear into the heart of man sit atop a mostly skeletal face, with equally sharp bone white teeth. It’s hooved steps echo into the forested land around it like the slow lull of an earthquake.
Lair and Lair Actions
A large clearing resides in the endlessly rolling trees of the beast’s forest, fog curls around the feet of those that enter and the blackened trees around it lean forward in anticipation.
Lair Actions
On initiative count 3 (losing initiative ties), the Black Hyde Beast takes a lair action to cause one of the following effects; the Black Hyde Beast can’t use the same effect two rounds in a row:
- The tree line will curl and whip anyone within a 5ft radius of them 1D6 slashing, dex save 14.
- The ground will shake and burst, leaving a 10 ft long and 5 ft wide gape in the ground.
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