Charge. If the Besta-Fera moves at least 30 feet straight toward a target and then hits it with a Horn attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Frightful Presence. Each creature within 120 feet of the Besta-Fera that can see it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends on it, the creature is immune to the Beast-Fera's Frightful Presence for the next 24 hours.
Canine's Army. Any beast or humanoid of a canine or similar nature (except constructs) within 120 feet of the Besta-Fera knows the exact location of the Besta-Fera and how to reach it. Additionally, they must succeed on a DC 15 Wisdom saving throw or be compelled to move toward the Besta-Fera. On a successful save, the creature becomes immune to being compelled by this effect for the next 24 hours. Furthermore, any beast or humanoid of a canine or similar nature (except constructs) within 120 feet of the Besta-Fera that can see it must make a DC 20 Wisdom saving throw. On a failure, the creature becomes charmed by the Besta-Fera and enters a state of blind rage. While charmed in this way, the creature cannot cast spells, gains advantage on Strength checks and Strength saving throws, and has its Strength score increased by 5. It also gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and becomes immune to other charm effects and the unconscious condition. The creature will continue to fight until death, even if reduced to 0 hit points, making death saving throws as usual. It stops fighting and dies only if it fails its death saving throws. Upon being affected by this ability, the charmed creature alerts the Besta-Fera to its position with a howl, and will do so whenever it encounters a new creature. The Besta-Fera always knows the exact location of each creature charmed by this effect when they call out to it. Creatures affected by this ability will prioritize the same target as the Besta-Fera, avoiding pursuing any other target unless the Besta-Fera does so. They will follow the Besta-Fera wherever it goes and will attempt to reach the Besta-Fera at all costs if they are more than 120 feet away from it. A creature charmed by this effect can only be freed if it remains more than 120 feet away from the Besta-Fera for 1 minute or by the effect of the wish spell.
Multiattack. The Besta-Fera makes three attacks: one with its Hooves and any two others.
Horn. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 7) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 7) bludgeoning damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 7) piercing damage plus 3 (1d6) fire damage. Hit: 11 (2d6 + 7) fire damage.
Flame Breath (Recharge 5–6). The Besta-Fera can breathe fire in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Tail Strike. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 7) bludgeoning damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing damage
Trident-Spear-Tail Impaling. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d12 + 5 piercing damage, and the target is impaled. An impaled creature has its movement reduced to 0 until the Besta-Fera's next turn.If the Besta-Fera or the impaled creature move more than 5 feet (1.5 meters) apart by any means other than teleportation or similar effects, at any point on its turn, without using an action or bonus action, the Besta-Fera removes its tail from the target. This removal deals 1d6 + 7 slashing damage and reduces the creature's movement to 0 until the Besta-Fera's next turn.The impaled creature can have the tail removed by itself or others by making a DC 13 Strength check (proficiency in Medicine grants advantage). On a success, the tail is removed, dealing 3 slashing damage. On a failure, the tail is removed, but the creature takes the standard removal damage of 1d6 + 7 slashing damage and has its movement reduced to 0 until the creature's next turn.
Aggressive. As a bonus action, the Besta-Fera can move up to its speed toward a hostile creature that it can see.
Description
A Besta-Fera has the body of a great horse topped by a humanoid torso and arms, with claws, and a dog-head with two long frontal horns, along with a pair of huge bat-like wings in his humanoid torso back's. His horse half ends with a long furless three-horned tail. It can breath fire and it's sayed that i's a completely mindless enraged beast of destruction, his sight and howling incite violence on dog and dog-like creatures, who starts to fight with him and even follow him to god-knows where, when he flee. The legends say that the Besta-Fera it's the result of a human being consumed by his own abnormaly tremendous blind fury.
Previous Versions
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9/18/2024 1:23:11 AM
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Coming Soon
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