Charge. If the abada 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.
Relentless (Recharges after a Short or Long Rest). If the abada takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Innate Spellcasting. The abada’s innate spellcasting ability is Charisma (spell save DC 14). The abada can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance. The abada has advantage on saving throws against spells and other magical effects.
Magic Weapons. The abada’s weapon attacks are magical.
Multiattack. The abada makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Healing Touch (3/Day). The abada touches another creature with its horns. The target magically regains 20 (4d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The abada magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the abada is familiar with, up to 1 mile away.
The abada can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. The abada regains spent mythic actions at the start of its turn.
Hooves. The abada makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The abada creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.
Heal Self (Costs 3 Actions). The abada magically regains 11 (2d8 + 2) hit points.
Description
The abada is an herbivorous creature, similar to the unicorn. Its horns are an antidote to poisons and diseases, and it has brown fur, two crooked horns and a boar's tail. It is approximately the size of a donkey, and appears to those who are lost. The abada itself is very shy, and will do its best to stay hidden unless needed.
Lair and Lair Actions
An Abada’s Lair
An Abada’s lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty trees, a flower-covered hilltop, or some other serene location.
Regional Effects
Transformed by the creature’s celestial presence, the domain of an abada might include any of the following magical effects:
- Open flames of a nonmagical nature are extinguished within the abada’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
- Creatures native to the abada’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
- When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
- Curses affecting any good-aligned creature are suppressed.
If the abada dies, these effects end immediately.
Previous Versions
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