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.
Magic Resistance. The Chironex has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Chironex weapon attacks are magical.
dehydrated. All water within a 10 foot radius is instantly evaporated by the creature
Multiattack. The Chironex makes two attacks: one with its hooves and one with its horn.
Heatwave. everything within a 30 foot radius takes 1d6 fire damage per round for 3 rounds if not in shade
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 1) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 1) piercing damage.
Ram Rot (1/Day). The Chironex gores another creature with its horn, dealing 1d12 +1 damage. The target begins to wither from the point of contact, taking 1d4 points of damage per hour until either the target dies or a priest casts a cure curse spell on the target.
Teleport (1/Day). The Chironex magically teleports itself and up to three creatures it can see within 15 feet of it, along with any equipment they are wearing or carrying, to a location the chironex is familiar with, up to 5 mile away.
Plane Traversal.(3/Day). The chironex blasts the ground with its horn, moving itself and 3 other creatures no bigger than a large creature to either the prime material plane, the elemental plane of fire, or the fugue plane.
The Chironex can take 2 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 unicorn regains spent legendary actions at the start of its turn.
Rot Ram (1/Day). The Chironex gores another creature with its horn, dealing 1d8 +1 damage. The target begins to wither from the point of contact, taking 1d4 points of damage per hour until either the target dies or a priest casts a cure curse spell on the target.
life drain (1/day the chironex will choose 1 large creature, 2medium creatures, 5 small creatures, or 10 tiny creatures, and take 6d6 necrotic damage, and if killed the chironex regains all of its hp
Description
A husk of what a unicorn used to be, a dead decaying cadaver that has refused to die, and has haunted its own corpse, now only focusing on survival. The Chironex was once a beautiful majestic unicorn that succumbed to the elements, but through will brought itself back into being, however this took a toll on it physically and mentally, devolving it into what is now the broken and rotten monster you now see.
Lair and Lair Actions
A Chironex’s Lair
A chironex's lair may be a dried up oasis, a blistering flat frying pan like stone wilderness, or a small underground tunnel hidden in the dunes.
Regional Effects
Transformed by the creature’s demonic presence, the domain of a Chironex might include any of the following magical effects:
- Open flames of a nonmagical nature grow out of control and become extremely volatile in the presence of the chironex
- all water within a mile of the creature's lair is evaporated instantly
- a massive and blistering heat wave is constantly beaming down on the creature's lair.
If the Chironex dies, these effects end immediately.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/25/2019 9:20:08 PM
|
15
|
0
|
--
|
Coming Soon
|
Comments