Large Fiend, Chaotic Evil
Armor Class 15
Hit Points 69 (8d10 + 8)
Speed 60 ft., Walk 60 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws DEX +5, CHA +5
Damage Immunities Acid, Fire, Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision, Passive Perception 11
Languages Abyssal, Common, Infernal Understands Abyssal, Common, and Infernal but can't speak except to the one it's bonded to.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Devil's Sight. Magical darkness doesn't impede the corse's vision.

Confer Fire Resistance. The corse can grant resistance to fire damage to anyone riding it.

Illumination. The corse sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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

Keen Hearing and Sight. The corse has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The Corse can make two Hooves attacks.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 

Fire Breath (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30 ft., Hit: 20 (6d6 + 4) fire damage. The corse exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 20 (6d^ +4) fire damage on a failed save, or half as much damage on a successful one.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Monster Tags: beast companion

sappydoesdnd

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